ACE3/addons/interaction/functions/fnc_getGlassDoor.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

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* scopes

* slideshow

* spectator

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* 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: Phyma
* Find glass door.
*
* Arguments:
* 0: Distance <NUMBER>
* 1: House <OBJECT>
* 2: Door name <STRING>
*
* Return Value:
* 0: Door Name <STRING>
*
* Example:
* [player, target] call ace_interaction_fnc_getGlassDoor
*
* Public: No
*/
params ["_distance", "_house", "_door"];
private _doorParts = [];
private _doorPos = [];
private _animate = animationNames _house;
private _glassDoor = _door splitString "_";
private _glassPos = (_house selectionPosition [(_glassDoor select 0) + "_" + (_glassDoor select 1) + "_effects", "Memory"]);
// Calculate all animation names so we know what is there
{
private _animName = toLower _x;
if (((_animName find "door") != -1) && ((_animName find "locked") == -1) && ((_animName find "disabled") == -1) && ((_animName find "handle") == -1)) then {
private _splitStr = _animName splitString "_";
_doorParts pushBack ((_splitStr select 0) + "_" + (_splitStr select 1) + "_trigger");
};
} forEach _animate;
// Get the pos of all the door components and save the parts
{
_doorPos pushBack (_house selectionPosition [_x, "Memory"]);
} forEach _doorParts;
// Calculate what door that is closest to the glass door
private _lowestDistance = 0;
{
private _objDist = _glassPos distance _x;
//Make sure we dont take another door by mistake
if (_objDist <= _distance) then {
//Need to set the value in the beginning
if (_lowestDistance == 0) then {
_lowestDistance = _objDist;
private _splitStr = (_doorParts select _forEachIndex) splitString "_";
_door = (_splitStr select 0) + "_" + (_splitStr select 1);
} else {
if (_objDist < _lowestDistance) then {
_lowestDistance = _objDist;
private _splitStr = (_doorParts select _forEachIndex) splitString "_";
_door = (_splitStr select 0) + "_" + (_splitStr select 1);
};
};
};
} forEach _doorPos;
// Check if we have a door or if it is the glass part
if ((isNil "_door") || ((_door find "glass") != -1)) exitWith {};
_door