ACE3/addons/quickmount/functions/fnc_getInNearest.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

118 lines
4.6 KiB
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#include "script_component.hpp"
/*
* Author: Kingsley
* Mount the player in the vehicle they are directly looking at based on their distance.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* [] call ace_quickmount_fnc_getInNearest;
*
* Public: No
*/
if (!GVAR(enabled) ||
{isNull ACE_player} ||
{vehicle ACE_player != ACE_player} ||
{!alive ACE_player} ||
{ACE_player getVariable ["ace_unconscious", false]}
) exitWith {};
private _start = AGLtoASL (ACE_player modelToWorldVisual (ACE_player selectionPosition "pilot"));
private _end = (_start vectorAdd (getCameraViewDirection ACE_player vectorMultiply GVAR(distance)));
private _objects = lineIntersectsSurfaces [_start, _end, ACE_player];
private _target = (_objects param [0, []]) param [2, objNull];
if (locked _target in [2,3]) exitWith {
[localize LSTRING(VehicleLocked)] call EFUNC(common,displayTextStructured);
true
};
TRACE_1("",_target);
if (!isNull _target &&
{alive _target} &&
{{_target isKindOf _x} count ["Air","LandVehicle","Ship","StaticMortar"] > 0} &&
{([ACE_player, _target, ["isNotSwimming"]] call EFUNC(common,canInteractWith))} &&
{speed _target <= GVAR(speed)}
) then {
if (GVAR(priority) > 3 || GVAR(priority) < 0) then {
GVAR(priority) = 0;
};
private _seats = ["Driver", "Gunner", "Commander", "Cargo"];
private _sortedSeats = [_seats select GVAR(priority)];
_seats deleteAt GVAR(priority);
_sortedSeats append _seats;
private _hasAction = false;
scopeName "SearchForSeat";
{
private _desiredRole = _x;
{
_x params ["_unit", "_role", "_cargoIndex", "_turretPath"];
if ((isNull _unit) || {!alive _unit}) then {
private _effectiveRole = toLower _role;
if ((_effectiveRole in ["driver", "gunner"]) && {unitIsUAV _target}) exitWith {}; // Ignoring UAV Driver/Gunner
if ((_effectiveRole == "driver") && {(getNumber (([_target] call CBA_fnc_getObjectConfig) >> "hasDriver")) == 0}) exitWith {}; // Ignoring Non Driver (static weapons)
// Seats can be locked independently of the main vehicle
if ((_role == "driver") && {lockedDriver _target}) exitWith {TRACE_1("lockedDriver",_x);};
if ((_cargoIndex >= 0) && {_target lockedCargo _cargoIndex}) exitWith {TRACE_1("lockedCargo",_x);};
if ((!(_turretPath isEqualTo [])) && {_target lockedTurret _turretPath}) exitWith {TRACE_1("lockedTurret",_x);};
if (_effectiveRole == "turret") then {
if ((getNumber (([_target, _turretPath] call CBA_fnc_getTurret) >> "isCopilot")) == 1) exitWith {
_effectiveRole = "driver";
};
if (_cargoIndex < 0) exitWith {
_effectiveRole = "gunner"; // door gunners / 2nd turret
};
_effectiveRole = "cargo"; // probably a FFV
};
TRACE_2("",_effectiveRole,_x);
if (_effectiveRole != _desiredRole) exitWith {};
if (!(_turretPath isEqualTo [])) then {
// Using GetInTurret seems to solve problems with incorrect GetInEH params when gunner/commander
ACE_player action ["GetInTurret", _target, _turretPath];
TRACE_3("Geting In Turret",_x,_role,_turretPath);
} else {
if (_cargoIndex > -1) then {
// GetInCargo expects the index of the seat in the "cargo" array from fullCrew
// See description: https://community.bistudio.com/wiki/fullCrew
private _cargoActionIndex = -1;
{
if ((_x select 2) == _cargoIndex) exitWith {_cargoActionIndex = _forEachIndex};
} forEach (fullCrew [_target, "cargo", true]);
ACE_player action ["GetInCargo", _target, _cargoActionIndex];
TRACE_4("Geting In Cargo",_x,_role,_cargoActionIndex,_cargoIndex);
} else {
ACE_player action ["GetIn" + _role, _target];
TRACE_2("Geting In",_x,_role);
};
};
_hasAction = true;
breakTo "SearchForSeat";
};
} forEach (fullCrew [_target, "", true]);
} forEach _sortedSeats;
if (!_hasAction) then {
TRACE_1("no empty seats",_hasAction);
[localize LSTRING(VehicleFull)] call EFUNC(common,displayTextStructured);
};
};
true