ACE3/addons/repair/functions/fnc_isInRepairFacility.sqf
Josuan Albin 5ae0ef6bbe Replace remaining lineIntersects with lineIntersectsSurfaces (#6898)
* 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
2019-12-07 14:58:21 -06:00

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#include "script_component.hpp"
/*
* Author: Glowbal
* Checks if a unit is in a repair facility.
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* Is inside a repair facility <BOOL>
*
* Example:
* [unit] call ace_repair_fnc_isInRepairFacility
*
* Public: Yes
*/
params [["_object", objNull, [objNull]]];
TRACE_1("params",_object);
private _position = getPosASL _object;
private _isInBuilding = false;
private _checkObject = {
if (
_x getVariable ["ACE_isRepairFacility", getNumber (configFile >> "CfgVehicles" >> typeOf _x >> QGVAR(canRepair))] > 0
&& {!(_x isKindOf "AllVehicles")} // check if it's not repair vehicle
&& {alive _x}
) exitWith {
_isInBuilding = true;
};
};
private _objects = (lineIntersectsWith [_object modelToWorldVisual [0, 0, (_position select 2)], _object modelToWorldVisual [0, 0, (_position select 2) +10], _object]);
_checkObject forEach _objects;
if (_isInBuilding) exitWith {true};
_objects = _object nearObjects 7.5;
_checkObject forEach _objects;
_isInBuilding