ACE3/addons/attach/functions/fnc_placeApprove.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: Pabst Mirror (based on Explosive attach by Garth de Wet (LH))
* Approves placement of the lightObject, scans for an appropriate location and attaches
* A player can release the attachObject with it floating in mid-air.
* This will use lineIntersectsWith to scan towards the center of the vehicle to find a collision
* ArmA's collision detection is of couse terrible and often misses collisions (difference between what we see and collision LOD)
* So it does multiple scans at slighly different angles
* This is VERY computationaly intensive, but doesn't happen that often.
*
* Arguments:
* 0: Unit (player) <OBJECT>
* 1: attachToVehicle <OBJECT>
* 2: Item Classname (CfgWeapon/CfgMagazine) <STRING>
* 3: Light Vehicle Classname <STRING>
* 4: On Attach Text <STRING>
* 5: Starting Pos of dummy item <ARRAY>
*
* Return Value:
* None
*
* Example:
* No
*
* Public: No
*/
params ["_unit", "_attachToVehicle", "_itemClassname", "_itemVehClass", "_onAttachText", "_startingPosition"];
TRACE_6("params",_unit,_attachToVehicle,_itemClassname,_itemVehClass,_onAttachText,_startingPosition);
private _startingOffset = _attachToVehicle worldToModel _startingPosition;
private _startDistanceFromCenter = vectorMagnitude _startingOffset;
private _closeInUnitVector = vectorNormalized (_startingOffset vectorFromTo [0,0,0]);
private _closeInMax = _startDistanceFromCenter;
private _closeInMin = 0;
while {(_closeInMax - _closeInMin) > 0.01} do {
private _closeInDistance = (_closeInMax + _closeInMin) / 2;
// systemChat format ["Trying %1 from %2 start %3", _closeInDistance, [_closeInMax, _closeInMin], _startDistanceFromCenter];
private _endPosTestOffset = _startingOffset vectorAdd (_closeInUnitVector vectorMultiply _closeInDistance);
_endPosTestOffset set [2, (_startingOffset select 2)];
private _endPosTest = _attachToVehicle modelToWorldVisual _endPosTestOffset;
private _doesIntersect = false;
{
if (_doesIntersect) exitWith {};
private _startingPosShifted = _startingPosition vectorAdd _x;
private _startASL = if (surfaceIsWater _startingPosShifted) then {_startingPosShifted} else {ATLtoASL _startingPosShifted};
{
private _endPosShifted = _endPosTest vectorAdd _x;
private _endASL = if (surfaceIsWater _startingPosShifted) then {_endPosShifted} else {ATLtoASL _endPosShifted};
#ifdef DRAW_ATTACH_SCAN
[{
params ["_args", "_idPFH"];
_args params ["_startingPosShifted", "_endPosShifted", "_timeAdded"];
drawLine3D [_startingPosShifted, _endPosShifted, [1,0,0,1]];
if (_timeAdded + 5 < CBA_missionTime) then {
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
}, 0, [_startingPosShifted, _endPosShifted, CBA_missionTime]] call CBA_fnc_addPerFrameHandler;
#endif
// Default max results is 1, so take only first subarray and select parentObject (object itself or parent of proxy)
private _intersectObject = ((lineIntersectsSurfaces [_startASL, _endASL, _unit]) param [0, objNull]) param [3, objNull];
if (_attachToVehicle == _intersectObject) exitWith {_doesIntersect = true};
} forEach [[0,0,0.045], [0,0,-0.045], [0,0.045,0], [0,-0.045,0], [0.045,0,0], [-0.045,0,0]];
} forEach [[0,0,0], [0,0,0.05], [0,0,-0.05]];
if (_doesIntersect) then {
_closeInMax = _closeInDistance;
} else {
_closeInMin = _closeInDistance;
};
};
private _closeInDistance = (_closeInMax + _closeInMin) / 2;
//Checks (too close to center or can't attach)
if (((_startDistanceFromCenter - _closeInDistance) < 0.1) || {!([_attachToVehicle, _unit, _itemClassname] call FUNC(canAttach))}) exitWith {
TRACE_2("no valid spot found",_closeInDistance,_startDistanceFromCenter);
[localize LSTRING(Failed)] call EFUNC(common,displayTextStructured);
};
//Move it out slightly, for visability sake (better to look a little funny than be embedded//sunk in the hull and be useless)
_closeInDistance = (_closeInDistance - 0.0085);
//Create New 'real' Object
private _endPosTestOffset = _startingOffset vectorAdd (_closeInUnitVector vectorMultiply _closeInDistance);
_endPosTestOffset set [2, (_startingOffset select 2)];
private _attachedObject = _itemVehClass createVehicle (getPos _unit);
_attachedObject attachTo [_attachToVehicle, _endPosTestOffset];
//Remove Item from inventory
_unit removeItem _itemClassname;
//Add Object to attached array
private _attachList = _attachToVehicle getVariable [QGVAR(attached), []];
_attachList pushBack [_attachedObject, _itemClassname];
_attachToVehicle setVariable [QGVAR(attached), _attachList, true];
[_onAttachText, 2] call EFUNC(common,displayTextStructured);