ACE3/addons/interaction/functions/fnc_getVehiclePosComplex.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: esteldunedain, PabstMirror
* Return a suitable position for the action point for the given target vehicle
*
* Arguments:
* 0: Target <OBJECT>
* 1: Player's Position ASL <ARRAY>
*
* Return Value:
* Interaction point in model cords <ARRAY>
*
* Example:
* [cursorTarget, eyePos player] call ace_interaction_fnc_getVehiclePosComplex
*
* Public: No
*/
params ["_target", "_cameraPosASL"];
TRACE_2("params",_target,_cameraPosASL);
private _bb = boundingBoxReal _target;
(_bb select 0) params ["_bbX", "_bbY", "_bbZ"];
private _config = configFile >> "CfgVehicles" >> (typeOf _target);
if (isNumber (_config >> QGVAR(bodyWidth))) then {_bbX = getNumber (_config >> QGVAR(bodyWidth));};
if (isNumber (_config >> QGVAR(bodyLength))) then {_bbY = getNumber (_config >> QGVAR(bodyLength));};
private _relPos = _target worldToModelVisual ASLToAGL _cameraPosASL;
_relPos params ["_dx", "_dy", "_dz"];
private _ndx = (abs _dx) / (((abs (_bbX)) - 1) max 1);
private _ndy = (abs _dy) / (((abs (_bbY)) - 1) max 1);
private _ndz = (abs _dz) / (((abs (_bbZ)) - 1) max 1);
private _pos = [];
if (_ndx > _ndy) then {
if (_ndx > _ndz) then {
// _ndx is greater, will colide with x plane first
_pos = _relPos vectorMultiply ((1 / _ndx) min 0.8);
} else {
// _ndz is greater, will colide with z plane first
_pos = _relPos vectorMultiply ((1 / _ndz) min 0.8);
};
} else {
if (_ndy > _ndz) then {
// _ndy is greater, will colide with y plane first
_pos = _relPos vectorMultiply ((1 / _ndy) min 0.8);
} else {
// _ndz is greater, will colide with z plane first
_pos = _relPos vectorMultiply ((1 / _ndz) min 0.8);
};
};
// Set max height at player's eye level (prevent very high interaction point on vehicles)
// Only when above water level to prevent underwater actions from following player eye level
if (_cameraPosASL select 2 >= 0) then {
_pos set [2, (_pos select 2) min _dz];
};
TRACE_4("",_bb,_bbX,_relPos,_pos,_cameraPosASL);
_pos