mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
e2ac18a05d
* 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
120 lines
6.3 KiB
Plaintext
120 lines
6.3 KiB
Plaintext
#include "script_component.hpp"
|
|
/*
|
|
* Author: eRazeri, esteldunedain, PabstMirror
|
|
* Attach an item to the unit
|
|
*
|
|
* Arguments:
|
|
* 0: vehicle that it will be attached to (player or vehicle) <OBJECT>
|
|
* 1: unit doing the attach (player) <OBJECT>
|
|
* 2: Array containing a string of the attachable item <ARRAY>
|
|
*
|
|
* Return Value:
|
|
* None
|
|
*
|
|
* Example:
|
|
* [bob, bob, ["light"]] call ace_attach_fnc_attach;
|
|
*
|
|
* Public: No
|
|
*/
|
|
|
|
params ["_attachToVehicle","_unit","_args", ["_silentScripted", false]];
|
|
_args params [["_itemClassname","", [""]]];
|
|
TRACE_4("params",_attachToVehicle,_unit,_itemClassname,_silentScripted);
|
|
|
|
//Sanity Check (_unit has item in inventory, not over attach limit)
|
|
if ((_itemClassname == "") || {(!_silentScripted) && {!(_this call FUNC(canAttach))}}) exitWith {ERROR("Tried to attach, but check failed");};
|
|
|
|
private _itemVehClass = getText (configFile >> "CfgWeapons" >> _itemClassname >> "ACE_Attachable");
|
|
private _onAttachText = getText (configFile >> "CfgWeapons" >> _itemClassname >> "displayName");
|
|
|
|
if (_itemVehClass == "") then {
|
|
_itemVehClass = getText (configFile >> "CfgMagazines" >> _itemClassname >> "ACE_Attachable");
|
|
_onAttachText = getText (configFile >> "CfgMagazines" >> _itemClassname >> "displayName");
|
|
};
|
|
|
|
if (_itemVehClass == "") exitWith {ERROR("no ACE_Attachable for Item");};
|
|
|
|
private _onAttachText = format [localize LSTRING(Item_Attached), _onAttachText];
|
|
|
|
if (_unit == _attachToVehicle) then { //Self Attachment
|
|
private _attachedItem = _itemVehClass createVehicle [0,0,0];
|
|
_attachedItem attachTo [_unit, [0.05, -0.09, 0.1], "leftshoulder"];
|
|
if (!_silentScripted) then {
|
|
_unit removeItem _itemClassname; // Remove item
|
|
[_onAttachText, 2] call EFUNC(common,displayTextStructured);
|
|
};
|
|
_unit setVariable [QGVAR(attached), [[_attachedItem, _itemClassname]], true];
|
|
} else {
|
|
GVAR(placeAction) = PLACE_WAITING;
|
|
|
|
[_unit, "forceWalk", "ACE_Attach", true] call EFUNC(common,statusEffect_set);
|
|
[_unit, "blockThrow", "ACE_Attach", true] call EFUNC(common,statusEffect_set);
|
|
|
|
[{[localize LSTRING(PlaceAction), ""] call EFUNC(interaction,showMouseHint)}, []] call CBA_fnc_execNextFrame;
|
|
_unit setVariable [QGVAR(placeActionEH), [_unit, "DefaultAction", {true}, {GVAR(placeAction) = PLACE_APPROVE;}] call EFUNC(common,AddActionEventHandler)];
|
|
|
|
private _actionID = _unit addAction [format ["<t color='#FF0000'>%1</t>", localize LSTRING(CancelAction)], {GVAR(placeAction) = PLACE_CANCEL}];
|
|
|
|
//Display to show virtual object:
|
|
private _model = getText (configFile >> "CfgAmmo" >> _itemVehClass >> "model");
|
|
if (_model == "") then {
|
|
_model = getText (configFile >> "CfgVehicles" >> _itemVehClass >> "model");
|
|
};
|
|
//"\A3\Weapons_F\empty.p3d" is fine, but ctrlSetModel ""; - will crash game!
|
|
if (_model == "") exitWith {ERROR("No Model");};
|
|
(QGVAR(virtualAmmo) call BIS_fnc_rscLayer) cutRsc [QGVAR(virtualAmmo), "PLAIN", 0, false];
|
|
((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlSetModel _model;
|
|
|
|
[{
|
|
params ["_args","_idPFH"];
|
|
_args params ["_unit","_attachToVehicle","_itemClassname","_itemVehClass","_onAttachText","_actionID"];
|
|
|
|
private _virtualPosASL = (eyePos _unit) vectorAdd (positionCameraToWorld [0,0,0.6]) vectorDiff (positionCameraToWorld [0,0,0]);
|
|
if (cameraView == "EXTERNAL") then {
|
|
_virtualPosASL = _virtualPosASL vectorAdd ((positionCameraToWorld [0.3,0,0]) vectorDiff (positionCameraToWorld [0,0,0]));
|
|
};
|
|
private _virtualPos = _virtualPosASL call EFUNC(common,ASLToPosition);
|
|
private _lineInterection = lineIntersects [eyePos ACE_player, _virtualPosASL, ACE_player];
|
|
|
|
//Don't allow placing in a bad position:
|
|
if (_lineInterection && {GVAR(placeAction) == PLACE_APPROVE}) then {GVAR(placeAction) = PLACE_WAITING;};
|
|
|
|
if ((GVAR(placeAction) != PLACE_WAITING) ||
|
|
{_unit != ACE_player} ||
|
|
{!([_unit, _attachToVehicle, ["isNotSwimming"]] call EFUNC(common,canInteractWith))} ||
|
|
{!([_attachToVehicle, _unit, _itemClassname] call FUNC(canAttach))}) then {
|
|
|
|
[_idPFH] call CBA_fnc_removePerFrameHandler;
|
|
[_unit, "forceWalk", "ACE_Attach", false] call EFUNC(common,statusEffect_set);
|
|
[_unit, "blockThrow", "ACE_Attach", false] call EFUNC(common,statusEffect_set);
|
|
[] call EFUNC(interaction,hideMouseHint);
|
|
[_unit, "DefaultAction", (_unit getVariable [QGVAR(placeActionEH), -1])] call EFUNC(common,removeActionEventHandler);
|
|
_unit removeAction _actionID;
|
|
|
|
(QGVAR(virtualAmmo) call BIS_fnc_rscLayer) cutText ["", "PLAIN"];
|
|
|
|
if (GVAR(placeAction) == PLACE_APPROVE) then {
|
|
[_unit, _attachToVehicle, _itemClassname, _itemVehClass, _onAttachText, _virtualPos] call FUNC(placeApprove);
|
|
};
|
|
} else {
|
|
//Show the virtual object:
|
|
if (_lineInterection) then {
|
|
((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlShow false;
|
|
} else {
|
|
((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlShow true;
|
|
private _screenPos = worldToScreen _virtualPos;
|
|
if (_screenPos isEqualTo []) exitWith {
|
|
((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlShow false;
|
|
};
|
|
private _realDistance = (_virtualPos distance (positionCameraToWorld [0,0,0])) / (([] call CBA_fnc_getFov) select 1);
|
|
_screenPos = [(_screenPos select 0), _realDistance, (_screenPos select 1)];
|
|
((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlSetPosition _screenPos;
|
|
private _dir = (positionCameraToWorld [0,0,1]) vectorFromTo (positionCameraToWorld [0,0,0]);
|
|
private _angle = asin (_dir select 2);
|
|
private _up = [0, cos _angle, sin _angle];
|
|
((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlSetModelDirAndUp [[1,0,0], _up];
|
|
};
|
|
};
|
|
}, 0, [_unit, _attachToVehicle, _itemClassname, _itemVehClass, _onAttachText, _actionID]] call CBA_fnc_addPerFrameHandler;
|
|
};
|