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* 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
86 lines
2.8 KiB
Plaintext
86 lines
2.8 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: esteldunedain
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* Return a suitable position for the action point for the given target vehicle
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*
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* Arguments:
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* None (uses local variable _target)
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*
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* Return Value:
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* Children actions <ARRAY>
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*
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* Example:
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* call ace_interaction_fnc_getVehiclePos
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*
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* Public: No
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*/
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// IGNORE_PRIVATE_WARNING(_target);
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private _bb = boundingBoxReal _target;
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(_bb select 0) params ["_bbX", "_bbY", "_bbZ"];
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private _cameraPosASL = EGVAR(interact_menu,cameraPosASL);
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private _relPos = _target worldToModelVisual ASLToAGL _cameraPosASL;
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#ifdef DEBUG_MODE_FULL
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_relPos = _target worldToModelVisual ASLToAGL eyePos ACE_player;
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#endif
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_relPos params ["_dx", "_dy", "_dz"];
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private _ndx = (abs _dx) / (((abs (_bbX)) - 1) max 1);
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private _ndy = (abs _dy) / (((abs (_bbY)) - 1) max 1);
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private _ndz = (abs _dz) / (((abs (_bbZ)) - 1) max 1);
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private _pos = [];
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if (_ndx > _ndy) then {
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if (_ndx > _ndz) then {
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// _ndx is greater, will colide with x plane first
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_pos = _relPos vectorMultiply ((1 / _ndx) min 0.8);
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} else {
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// _ndz is greater, will colide with z plane first
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_pos = _relPos vectorMultiply ((1 / _ndz) min 0.8);
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};
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} else {
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if (_ndy > _ndz) then {
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// _ndy is greater, will colide with y plane first
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_pos = _relPos vectorMultiply ((1 / _ndy) min 0.8);
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} else {
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// _ndz is greater, will colide with z plane first
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_pos = _relPos vectorMultiply ((1 / _ndz) min 0.8);
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};
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};
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// Set max height at player's eye level (prevent very high interaction point on choppers)
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// Only when above water level to prevent underwater actions from following player eye level
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if (_cameraPosASL select 2 >= 0) then {
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_pos set [2, (_pos select 2) min _dz];
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};
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TRACE_4("",_bb,_bbX,_relPos,_pos,_cameraPosASL);
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_pos
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///////////////////
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// The code belows works very well for cursor mode, but not at all in normal mode
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// maybe it could be enabled by default only for that mode
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/*
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if (cursorObject isEqualTo _target) exitWith {
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private _dest = EGVAR(interact_menu,cameraPosASL) vectorAdd (EGVAR(interact_menu,cameraDir) vectorMultiply 50);
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private _origin = EGVAR(interact_menu,cameraPosASL);
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//private _origin = EGVAR(interact_menu,cameraPosASL) vectorAdd [0, 0, -0.35] vectorDiff (EGVAR(interact_menu,cameraDir) vectorMultiply 1.5);
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//private _dest = AGLtoASL (_target modelToWorldVisual [0,0,0]);
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private _results = lineIntersectsSurfaces [_origin, _dest, ACE_player, objNull, true, 5];
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private _finalPos = [0,0,0];
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{
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_x params ["_pos", "", "_obj"];
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TRACE_3("",_forEachIndex,_obj,_target);
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if (_obj isEqualTo _target) exitWith {
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_finalPos = _target worldToModelVisual ASLtoAGL (_pos vectorAdd (EGVAR(interact_menu,cameraDir) vectorMultiply 1.0));
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};
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} forEach _results;
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_finalPos
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};
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[0,0,0]
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*/
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///////////////////
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