mirror of
https://github.com/acemod/ACE3.git
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84bf44e026
- Reordering of action members - Removed full path from actions, so they can be mounted under different paths if needed - Added api for creating actions - Api for adding actions for objects or classes
77 lines
2.7 KiB
Plaintext
77 lines
2.7 KiB
Plaintext
/*
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* Author: NouberNou and CAA-Picard
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* Render the interaction menu for a base action
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*
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* Argument:
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* 0: Object <OBJECT>
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* 1: Action node <ARRAY>
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* 2: 3D position <ARRAY> (Optional)
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*
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* Return value:
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* Was the menu rendered <BOOL>
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_distance","_pos","_weaponDir","_ref","_cameraPos","_sPos","_activeActionTree"];
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EXPLODE_2_PVT(_this,_object,_baseActionNode);
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EXPLODE_1_PVT(_baseActionNode,_actionData);
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_distance = _actionData select 8;
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// Obtain a 3D position for the action
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if((count _this) > 2) then {
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_pos = _this select 2;
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} else {
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if(typeName (_actionData select 7) == "ARRAY") then {
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_pos = _object modelToWorld (_actionData select 7);
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} else {
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if ((_actionData select 7) == "weapon") then {
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// Craft a suitable position for weapon interaction
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_weaponDir = _object weaponDirection currentWeapon _object;
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_ref = _weaponDir call EFUNC(common,createOrthonormalReference);
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_pos = (_object modelToWorld (_object selectionPosition "righthand")) vectorAdd ((_ref select 2) vectorMultiply 0.1);
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} else {
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_pos = _object modelToWorld (_object selectionPosition (_actionData select 7));
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};
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};
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// Compensate for movement during the frame to get rid of jittering
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_pos = _pos vectorAdd ((visiblePositionASL _object) vectorDiff (getPosASL _object));
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};
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_cameraToActionVec = (_pos call EFUNC(common,positionToASL)) vectorDiff ((positionCameraToWorld [0,0,0]) call EFUNC(common,positionToASL));
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GVAR(refSystem) = _cameraToActionVec call EFUNC(common,createOrthonormalReference);
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// For non-self actions, exit if the action is too far away
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if (GVAR(keyDown) &&
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{(ACE_player modelToWorld (ACE_player selectionPosition "pilot")) distance _pos >= _distance}) exitWith {false};
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// Exit if the action is behind you
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_sPos = worldToScreen _pos;
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if(count _sPos == 0) exitWith {false};
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// Exit if the action is off screen
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if ((_sPos select 0) < safeZoneXAbs || (_sPos select 0) > safeZoneXAbs + safeZoneWAbs) exitWith {false};
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if ((_sPos select 1) < safeZoneY || (_sPos select 1) > safeZoneY + safeZoneH) exitWith {false};
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// Collect active tree
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private "_uid";
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_uid = format [QGVAR(ATCache_%1), _actionData select 0];
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_activeActionTree = [
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[_object, _baseActionNode, []],
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DFUNC(collectActiveActionTree),
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_object, _uid, 0.2
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] call EFUNC(common,cachedCall);
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// Check if there's something left for rendering
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if (count _activeActionTree == 0) exitWith {false};
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//EXPLODE_2_PVT(_activeActionTree,_actionData,_actionChildren);
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[[], _activeActionTree, _pos, [180,360]] call FUNC(renderMenu);
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true
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