ACE3/addons/explosives/functions/fnc_interactEH.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: PabstMirror, mharis001
* Dynamically adds "Defuse" actions to nearby mines when interact_menu is opened.
* Called by the "ace_interactMenuOpened" event.
*
* Arguments:
* Interact Menu Type (0 - World, 1 - Self) <NUMBER>
*
* Return Value:
* None
*
* Example:
* [0] call ace_explosives_fnc_interactEH
*
* Public: No
*/
params ["_interactionType"];
TRACE_1("Explosives interactEH",_interactionType);
// Ignore self-interaction menu or mounted vehicle interaction
// For performance reasons only add PFH if player has a defusal kit
// If player somehow gets a defusal kit during keyDown, they will just have to reopen menu
if (
_interactionType != 0
|| {vehicle ACE_player != ACE_player}
|| {!("ACE_DefusalKit" in ([ACE_player, false, true, true, true, false] call CBA_fnc_uniqueUnitItems))}
) exitWith {};
[{
BEGIN_COUNTER(interactEH);
params ["_args", "_pfhID"];
_args params ["_setPosition", "_addedHelpers", "_minesHelped"];
if (!EGVAR(interact_menu,keyDown)) then {
TRACE_1("Cleaning defuse helpers",count _addedHelpers);
{deleteVehicle _x} forEach _addedHelpers;
[_pfhID] call CBA_fnc_removePerFrameHandler;
} else {
// Prevent Rare Error when ending mission with interact key down:
private _player = ACE_player;
if (isNull _player) exitWith {};
private _playerPos = getPosASL _player;
// Rescan if player has moved more than 5 meters from last position
if (_playerPos distanceSqr _setPosition > 25) then {
private _cfgAmmo = configFile >> "CfgAmmo";
{
if (_x distanceSqr _player < 225 && {!(_x in _minesHelped)} && {!(getModelInfo _x select 0 isEqualTo "empty.p3d")}) then {
private _config = _cfgAmmo >> typeOf _x;
private _size = getNumber (_config >> QGVAR(size));
private _defuseClass = ["ACE_DefuseObject", "ACE_DefuseObject_Large"] select (_size == 1);
private _defusePos = getArray (_config >> QGVAR(defuseObjectPosition));
if (_defusePos isEqualTo []) then {
_defusePos = [0, 0, 0];
};
TRACE_4("Creating defuse helper",_x,typeOf _x,_defuseClass,_defusePos);
private _helper = _defuseClass createVehicleLocal [0, 0, 0];
_helper attachTo [_x, _defusePos];
_helper setVariable [QGVAR(Explosive), _x];
_addedHelpers pushBack _helper;
_minesHelped pushBack _x;
};
} forEach allMines;
_args set [0, _playerPos];
};
};
END_COUNTER(interactEH);
}, 0.5, [getPosASL ACE_player vectorAdd [-100, 0, 0], [], []]] call CBA_fnc_addPerFrameHandler;