ACE3/addons/common/functions/fnc_fixPosition.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

49 lines
1.7 KiB
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#include "script_component.hpp"
/*
* Author: commy2, Jonpas
* Fixes position of an object. E.g. moves object above ground and adjusts to terrain slope. Requires local object.
*
* Arguments:
* Object <OBJECT>
*
* Return Value:
* None
*
* Example:
* bob call ace_common_fnc_fixPosition
*
* Public: No
*/
// setVectorUp requires local object
if (!local _this) exitWith {};
// Objects with disabled simulation and objects with simulation type "house" don't have gravity/physics, so make sure they are not floating
private _hasGravity = simulationEnabled _this && {getText (configFile >> "CfgVehicles" >> typeOf _this >> "simulation") != "house"};
if (!_hasGravity) then {
private _positionASL = getPosASL _this;
// find height of top surface under object
private _surfaces = lineIntersectsSurfaces [_positionASL, ATLToASL [_positionASL select 0, _positionASL select 1, -1], _this];
if (_surfaces isEqualTo []) exitWith {};
private _surfaceHeight = _surfaces select 0 select 0 select 2;
TRACE_2("house",_this,_surfaceHeight);
if (_positionASL select 2 > _surfaceHeight + 0.1) then {
_this setPosASL [_positionASL select 0, _positionASL select 1, _surfaceHeight];
};
};
private _position = getPosATL _this;
// Don't place the object below the ground
if (_position select 2 < -0.1) then {
_position set [2, -0.1];
_this setPosATL _position;
};
// Adjust position to sloped terrain, if placed on ground
// Object without gravity/physics may have negative height when placed on slope, but those objects are definitely on the ground
if (!_hasGravity || {getPosATL _this select 2 == _position select 2}) then {
_this setVectorUp surfaceNormal _position;
};