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5ae0ef6bbe
* Fix explosive placement while underwater * Apply suggestions from code review Co-Authored-By: alganthe <alganthe@live.fr> * Change placeApprove header to reflect changes * Replace lineIntersectsWith in isInMedicalFacility * Replace linesIntersects in isInRepairFacility, fix params Public func, params should have an expected type. * Replace linesIntersects in spallTrack * Replace lineIntersects in getFirstObjectIntersection and findReflection * Replace lineIntersects in advanced throwing grenades can pass glass underwater now, I bet all of 0 person will be glad that horrendous bug is now fixed. * Fix possible issue in pointing while underwater * Fix possible issue while underwater in attach * Replace count with isEqualTo in lineIntersectsSurfaces replacements * Fix inverted conditions * Fix drawArc * Fix fnc_attach * Reverse advanced_throwing and spallTrack lineIntersects changes * Fix issues raised from code review
43 lines
1.0 KiB
Plaintext
43 lines
1.0 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Glowbal
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* Checks if a unit is in a repair facility.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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*
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* Return Value:
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* Is inside a repair facility <BOOL>
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*
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* Example:
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* [unit] call ace_repair_fnc_isInRepairFacility
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*
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* Public: Yes
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*/
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params [["_object", objNull, [objNull]]];
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TRACE_1("params",_object);
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private _position = getPosASL _object;
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private _isInBuilding = false;
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private _checkObject = {
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if (
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_x getVariable ["ACE_isRepairFacility", getNumber (configFile >> "CfgVehicles" >> typeOf _x >> QGVAR(canRepair))] > 0
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&& {!(_x isKindOf "AllVehicles")} // check if it's not repair vehicle
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&& {alive _x}
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) exitWith {
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_isInBuilding = true;
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};
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};
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private _objects = (lineIntersectsWith [_object modelToWorldVisual [0, 0, (_position select 2)], _object modelToWorldVisual [0, 0, (_position select 2) +10], _object]);
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_checkObject forEach _objects;
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if (_isInBuilding) exitWith {true};
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_objects = _object nearObjects 7.5;
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_checkObject forEach _objects;
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_isInBuilding
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