ACE3/addons/interaction/functions/fnc_getVehiclePos.sqf
Dedmen Miller d034324e88 More trivial code cleanup (#6859)
* Added a3 include pboprefix

* Add defineDIKCodes header

* defineDIKCodes include case correct

* Use ui_f dikcodes

* Fix fnc_checkfiles macro and dll condition

* Incorrect macro usage in fnc_getVehiclePos

* Incorrect macro usage in fnc_getVehiclePosComplex

* Add defineResincl ui_f include

* Remove include guard from defineResincl

* Incorrect macro usage in fnc_handleMouseButton

* Incorrect macro usage in fnc_setMarkerJIP

* Semicolon after include

* Add defineResinclDesign ui_f include

* Incorrect macro usage fnc_rearmSuccessLocal

* Incorrect macro usage fnc_rearmSuccessLocal

* Stray backslash in fnc_camshake

* Incorrect macro usage in fnc_startNozzleInHandsPFH

* Incorrect amcro usage in fnc_tag

* Incorrect macro usage in fnc_moduleGlobalSetSkill

* Reenable linux checkFiles

* Non-captialized requiredAddons

* Non-captialized requiredAddons
2019-03-21 08:52:32 -05:00

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#include "script_component.hpp"
/*
* Author: esteldunedain
* Return a suitable position for the action point for the given target vehicle
*
* Arguments:
* None (uses local variable _target)
*
* Return Value:
* Children actions <ARRAY>
*
* Example:
* call ace_interaction_fnc_getVehiclePos
*
* Public: No
*/
// IGNORE_PRIVATE_WARNING(_target);
private _bb = boundingBoxReal _target;
(_bb select 0) params ["_bbX", "_bbY", "_bbZ"];
private _cameraPosASL = EGVAR(interact_menu,cameraPosASL);
private _relPos = _target worldToModelVisual ASLToAGL _cameraPosASL;
#ifdef DEBUG_MODE_FULL
_relPos = _target worldToModelVisual ASLToAGL eyePos ACE_player;
#endif
_relPos params ["_dx", "_dy", "_dz"];
private _ndx = (abs _dx) / (((abs (_bbX)) - 1) max 1);
private _ndy = (abs _dy) / (((abs (_bbY)) - 1) max 1);
private _ndz = (abs _dz) / (((abs (_bbZ)) - 1) max 1);
private _pos = [];
if (_ndx > _ndy) then {
if (_ndx > _ndz) then {
// _ndx is greater, will colide with x plane first
_pos = _relPos vectorMultiply ((1 / _ndx) min 0.8);
} else {
// _ndz is greater, will colide with z plane first
_pos = _relPos vectorMultiply ((1 / _ndz) min 0.8);
};
} else {
if (_ndy > _ndz) then {
// _ndy is greater, will colide with y plane first
_pos = _relPos vectorMultiply ((1 / _ndy) min 0.8);
} else {
// _ndz is greater, will colide with z plane first
_pos = _relPos vectorMultiply ((1 / _ndz) min 0.8);
};
};
// Set max height at player's eye level (prevent very high interaction point on choppers)
// Only when above water level to prevent underwater actions from following player eye level
if (_cameraPosASL select 2 >= 0) then {
_pos set [2, (_pos select 2) min _dz];
};
TRACE_5("",_bb,_bbX,_relPos,_pos,_cameraPosASL);
_pos
///////////////////
// The code belows works very well for cursor mode, but not at all in normal mode
// maybe it could be enabled by default only for that mode
/*
if (cursorObject isEqualTo _target) exitWith {
private _dest = EGVAR(interact_menu,cameraPosASL) vectorAdd (EGVAR(interact_menu,cameraDir) vectorMultiply 50);
private _origin = EGVAR(interact_menu,cameraPosASL);
//private _origin = EGVAR(interact_menu,cameraPosASL) vectorAdd [0, 0, -0.35] vectorDiff (EGVAR(interact_menu,cameraDir) vectorMultiply 1.5);
//private _dest = AGLtoASL (_target modelToWorldVisual [0,0,0]);
private _results = lineIntersectsSurfaces [_origin, _dest, ACE_player, objNull, true, 5];
private _finalPos = [0,0,0];
{
_x params ["_pos", "", "_obj"];
TRACE_3("",_forEachIndex,_obj,_target);
if (_obj isEqualTo _target) exitWith {
_finalPos = _target worldToModelVisual ASLtoAGL (_pos vectorAdd (EGVAR(interact_menu,cameraDir) vectorMultiply 1.0));
};
} forEach _results;
_finalPos
};
[0,0,0]
*/
///////////////////