ACE3/addons/interact_menu/functions/fnc_userActions_addHouseActions.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: PabstMirror
* Scans for nearby "Static" objects (buildings) and adds the UserActions to them.
* Called when interact_menu starts rendering (from "interactMenuOpened" event)
*
* Arguments:
* 0: Interact Menu Type (0 - world, 1 - self) <NUMBER>
*
* Return Value:
* None
*
* Example:
* [0] call ace_interact_menu_fnc_userActions_addHouseActions
*
* Public: No
*/
params ["_interactionType"];
//Ignore if not enabled:
if (!GVAR(addBuildingActions)) exitWith {};
//Ignore self-interaction menu:
if (_interactionType != 0) exitWith {};
//Ignore when mounted:
if ((vehicle ACE_player) != ACE_player) exitWith {};
[{
params ["_args", "_pfID"];
_args params ["_setPosition", "_addedHelpers", "_housesScaned", "_housesToScanForActions"];
if (!EGVAR(interact_menu,keyDown)) then {
{deleteVehicle _x;} forEach _addedHelpers;
[_pfID] call CBA_fnc_removePerFrameHandler;
} else {
// Prevent Rare Error when ending mission with interact key down:
if (isNull ace_player) exitWith {};
//Make the common case fast (cursorTarget is looking at a door):
if ((!isNull cursorTarget) && {cursorTarget isKindOf "Static"} && {!(cursorTarget in _housesScaned)}) then {
if (((count (configFile >> "CfgVehicles" >> (typeOf cursorTarget) >> "UserActions")) > 0) || {(count (getArray (configFile >> "CfgVehicles" >> (typeOf cursorTarget) >> "ladders"))) > 0}) then {
_housesToScanForActions = [cursorTarget];
} else {
_housesScaned pushBack cursorTarget;
};
};
//For performance, we only do 1 thing per frame,
//-either do a wide scan and search for houses with actions
//-or scan one house at a time and add the actions for that house
if (_housesToScanForActions isEqualTo []) then {
//If player moved >2 meters from last pos, then rescan
if (((getPosASL ace_player) distance _setPosition) < 2) exitWith {};
private _nearBuidlings = nearestObjects [ace_player, ["Static"], 30];
{
private _typeOfHouse = typeOf _x;
if (((count (configFile >> "CfgVehicles" >> _typeOfHouse >> "UserActions")) == 0) && {(count (getArray (configFile >> "CfgVehicles" >> _typeOfHouse >> "ladders"))) == 0}) then {
_housesScaned pushBack _x;
} else {
_housesToScanForActions pushBack _x;
};
nil
} count (_nearBuidlings - _housesScaned);
_args set [0, (getPosASL ace_player)];
} else {
_houseBeingScaned = _housesToScanForActions deleteAt 0;
private _typeOfHouse = typeOf _houseBeingScaned;
//Skip this house for now if we are outside of it's radius
//(we have to scan far out for the big houses, but we don't want to waste time adding actions on every little shack)
if ((_houseBeingScaned != cursorTarget) && {((ACE_player distance _houseBeingScaned) - ((sizeOf _typeOfHouse) / 2)) > 4}) exitWith {};
_housesScaned pushBack _houseBeingScaned;
private _actionSet = [_typeOfHouse] call FUNC(userActions_getHouseActions);
_actionSet params ["_memPoints", "_memPointsActions"];
// systemChat format ["Add Actions for [%1] (count %2) @ %3", _typeOfHouse, (count _memPoints), diag_tickTime];
{
private _helperPos = AGLtoASL (_houseBeingScaned modelToWorld (_houseBeingScaned selectionPosition _x));
private _helperObject = "ACE_LogicDummy" createVehicleLocal [0,0,0];
_addedHelpers pushBack _helperObject;
_helperObject setVariable [QGVAR(building), _houseBeingScaned];
_helperObject setPosASL _helperPos;
TRACE_3("Making New Helper",_helperObject,_x,_houseBeingScaned);
{
[_helperObject, 0, [], _x] call EFUNC(interact_menu,addActionToObject);
nil
} count (_memPointsActions select _forEachIndex);
} forEach _memPoints;
};
};
}, 0, [((getPosASL ace_player) vectorAdd [-100,0,0]), [], [], []]] call CBA_fnc_addPerFrameHandler;