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ada7b93219
Use ADDON for status effects
127 lines
7.0 KiB
Plaintext
127 lines
7.0 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: eRazeri, esteldunedain, PabstMirror
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* Attach an item to the unit
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*
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* Arguments:
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* 0: vehicle that it will be attached to (player or vehicle) <OBJECT>
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* 1: unit doing the attach (player) <OBJECT>
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* 2: Array containing a string of the attachable item <ARRAY>
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*
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* Return Value:
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* None
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*
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* Example:
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* [bob, bob, ["light"]] call ace_attach_fnc_attach;
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*
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* Public: No
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*/
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params ["_attachToVehicle","_unit","_args", ["_silentScripted", false]];
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_args params [["_itemClassname","", [""]]];
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TRACE_4("params",_attachToVehicle,_unit,_itemClassname,_silentScripted);
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//Sanity Check (_unit has item in inventory, not over attach limit)
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if ((_itemClassname == "") || {(!_silentScripted) && {!(_this call FUNC(canAttach))}}) exitWith {ERROR("Tried to attach, but check failed");};
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private _itemVehClass = getText (configFile >> "CfgWeapons" >> _itemClassname >> "ACE_Attachable");
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private _onAttachText = getText (configFile >> "CfgWeapons" >> _itemClassname >> "displayName");
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private _itemModelOrientation = getArray (configFile >> "CfgWeapons" >> _itemClassname >> QGVAR(orientation));
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if (_itemVehClass == "") then {
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_itemVehClass = getText (configFile >> "CfgMagazines" >> _itemClassname >> "ACE_Attachable");
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_onAttachText = getText (configFile >> "CfgMagazines" >> _itemClassname >> "displayName");
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_itemModelOrientation = getArray (configFile >> "CfgWeapons" >> _itemClassname >> QGVAR(orientation));
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};
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if (_itemVehClass == "") exitWith {ERROR("no ACE_Attachable for Item");};
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private _onAttachText = format [localize LSTRING(Item_Attached), _onAttachText];
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if (_unit == _attachToVehicle) then { //Self Attachment
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private _attachedItem = _itemVehClass createVehicle [0,0,0];
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_attachedItem attachTo [_unit, [0.07, -0.06, 0.085], "leftshoulder", true];
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if (!_silentScripted) then {
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_unit removeItem _itemClassname; // Remove item
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[_onAttachText, 2] call EFUNC(common,displayTextStructured);
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};
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_unit setVariable [QGVAR(attached), [[_attachedItem, _itemClassname]], true];
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[QGVAR(attached), [_attachedItem, _itemClassname, _silentScripted]] call CBA_fnc_localEvent;
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} else {
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GVAR(placeAction) = PLACE_WAITING;
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[_unit, "forceWalk", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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[{[localize LSTRING(PlaceAction), ""] call EFUNC(interaction,showMouseHint)}, []] call CBA_fnc_execNextFrame;
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_unit setVariable [QGVAR(placeActionEH), [_unit, "DefaultAction", {true}, {GVAR(placeAction) = PLACE_APPROVE;}] call EFUNC(common,AddActionEventHandler)];
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private _actionID = _unit addAction [format ["<t color='#FF0000'>%1</t>", localize LSTRING(CancelAction)], {GVAR(placeAction) = PLACE_CANCEL}];
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//Display to show virtual object:
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private _model = getText (configFile >> "CfgAmmo" >> _itemVehClass >> "model");
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if (_model == "") then {
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_model = getText (configFile >> "CfgVehicles" >> _itemVehClass >> "model");
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};
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//"\A3\Weapons_F\empty.p3d" is fine, but ctrlSetModel ""; - will crash game!
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if (_model == "") exitWith {ERROR("No Model");};
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(QGVAR(virtualAmmo) call BIS_fnc_rscLayer) cutRsc [QGVAR(virtualAmmo), "PLAIN", 0, false];
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((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlSetModel _model;
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[{
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params ["_args","_idPFH"];
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_args params ["_unit","_attachToVehicle","_itemClassname","_itemVehClass","_onAttachText","_actionID", "_itemModelOrientation"];
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private _virtualPosASL = (eyePos _unit) vectorAdd (positionCameraToWorld [0,0,0.6]) vectorDiff (positionCameraToWorld [0,0,0]);
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if (cameraView == "EXTERNAL") then {
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_virtualPosASL = _virtualPosASL vectorAdd ((positionCameraToWorld [0.3,0,0]) vectorDiff (positionCameraToWorld [0,0,0]));
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};
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private _virtualPos = _virtualPosASL call EFUNC(common,ASLToPosition);
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private _lineInterection = ((lineIntersectsSurfaces [eyePos ACE_player, _virtualPosASL, ACE_player]) isNotEqualTo []);
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//Don't allow placing in a bad position:
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if (_lineInterection && {GVAR(placeAction) == PLACE_APPROVE}) then {GVAR(placeAction) = PLACE_WAITING;};
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if ((GVAR(placeAction) != PLACE_WAITING) ||
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{_unit != ACE_player} ||
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{!([_unit, _attachToVehicle, ["isNotSwimming"]] call EFUNC(common,canInteractWith))} ||
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{!([_attachToVehicle, _unit, _itemClassname] call FUNC(canAttach))}) then {
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[_idPFH] call CBA_fnc_removePerFrameHandler;
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[_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
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[] call EFUNC(interaction,hideMouseHint);
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[_unit, "DefaultAction", (_unit getVariable [QGVAR(placeActionEH), -1])] call EFUNC(common,removeActionEventHandler);
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_unit removeAction _actionID;
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(QGVAR(virtualAmmo) call BIS_fnc_rscLayer) cutText ["", "PLAIN"];
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if (GVAR(placeAction) == PLACE_APPROVE) then {
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[_unit, _attachToVehicle, _itemClassname, _itemVehClass, _onAttachText, _virtualPos, _itemModelOrientation] call FUNC(placeApprove);
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};
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} else {
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//Show the virtual object:
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if (_lineInterection) then {
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((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlShow false;
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} else {
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((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlShow true;
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private _screenPos = worldToScreen _virtualPos;
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if (_screenPos isEqualTo []) exitWith {
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((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlShow false;
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};
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private _realDistance = (_virtualPos distance (positionCameraToWorld [0,0,0])) / (([] call CBA_fnc_getFov) select 1);
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_screenPos = [(_screenPos select 0), _realDistance, (_screenPos select 1)];
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((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlSetPosition _screenPos;
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private _dir = (positionCameraToWorld [0,0,1]) vectorFromTo (positionCameraToWorld [0,0,0]);
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private _angle = asin (_dir select 2);
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// Tranform yaw/roll angle to vector, defaults are pre-#9623 behavior
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_itemModelOrientation params [["_roll", 0], ["_yaw", 90]];
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private _dirAndUp = [[[0,1,0], [0,0,1]], _yaw, 0, _roll] call BIS_fnc_transformVectorDirAndUp;
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private _dirAndUp = [_dirAndUp, 0, _angle, 0] call BIS_fnc_transformVectorDirAndUp;
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((uiNamespace getVariable [QGVAR(virtualAmmoDisplay), displayNull]) displayCtrl 800851) ctrlSetModelDirAndUp _dirAndUp;
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};
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};
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}, 0, [_unit, _attachToVehicle, _itemClassname, _itemVehClass, _onAttachText, _actionID, _itemModelOrientation]] call CBA_fnc_addPerFrameHandler;
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};
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