ACE3/addons/field_rations/functions/fnc_addWaterSourceInteractions.sqf
2021-10-17 21:45:01 -05:00

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#include "script_component.hpp"
/*
* Author: PabstMirror, mharis001
* Dynamically adds actions to nearby water sources 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_field_rations_fnc_addWaterSourceInteractions
*
* Public: No
*/
params ["_interactionType"];
// Ignore when self-interaction, mounted vehicle interaction, or water source actions are disabled
if (
_interactionType != 0
|| {vehicle ACE_player != ACE_player}
|| {XGVAR(waterSourceActions) == 0}
) exitWith {};
TRACE_1("Starting interact PFH",_interactionType);
[{
BEGIN_COUNTER(interactEH);
params ["_args", "_pfhID"];
_args params ["_setPosition", "_addedHelpers", "_sourcesHelped"];
if (!EGVAR(interact_menu,keyDown)) then {
TRACE_1("Ending interact PFH",_pfhID);
{detach _x; deleteVehicle _x} forEach _addedHelpers;
[_pfhID] call CBA_fnc_removePerFrameHandler;
} else {
// Prevent rare error when ending mission with interact key down
if (isNull ACE_player) exitWith {};
// Rescan if player has moved more than 5 meters from last position
if (getPosASL ACE_player distanceSqr _setPosition > 25) then {
BEGIN_COUNTER(updatePosition);
{
if (!(_x in _sourcesHelped) && {XGVAR(terrainObjectActions) || {!(_x call CBA_fnc_isTerrainObject)}}) then {
private _waterRemaining = [_x] call FUNC(getRemainingWater);
if (_waterRemaining != REFILL_WATER_DISABLED) then {
private _offset = [_x] call FUNC(getActionOffset);
private _helper = QGVAR(helper) createVehicleLocal [0, 0, 0];
_helper setVariable [QGVAR(waterSource), _x];
_helper attachTo [_x, _offset];
_addedHelpers pushBack _helper;
_sourcesHelped pushBack _x;
TRACE_3("Added interaction helper",_x,typeOf _x,_waterRemaining);
};
};
} forEach nearestObjects [ACE_player, [], 15];
_args set [0, getPosASL ACE_player];
END_COUNTER(updatePosition);
};
};
END_COUNTER(interactEH);
}, 0.5, [getPosASL ACE_player vectorAdd [-100, 0, 0], [], []]] call CBA_fnc_addPerFrameHandler;