Add check for ambient water sources

Adds the core check for an ambient water source, e.g. a pond or stream but not sea water
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Grahame 2019-05-19 18:07:36 -04:00 committed by GitHub
parent 1517b02376
commit 2ddd524d9c
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@ -51,6 +51,7 @@ class CfgActionMenu
dyna_AtHome = "call {_nearjammers = (nearestObjects[player, call EPOCH_JammerClasses, call EPOCH_MaxJammerRange]) select {player distance _x < (getnumber (getmissionconfig 'cfgEpochClient' >> 'CfgJammers' >> (typeof _x) >> 'buildingJammerRange'))};if (_nearjammers isEqualTo []) exitwith {false};_nearestJammer = _nearjammers select 0;((_nearestJammer getVariable['BUILD_OWNER', '-1']) in[getPlayerUID player, Epoch_my_GroupUID])}"; dyna_AtHome = "call {_nearjammers = (nearestObjects[player, call EPOCH_JammerClasses, call EPOCH_MaxJammerRange]) select {player distance _x < (getnumber (getmissionconfig 'cfgEpochClient' >> 'CfgJammers' >> (typeof _x) >> 'buildingJammerRange'))};if (_nearjammers isEqualTo []) exitwith {false};_nearestJammer = _nearjammers select 0;((_nearestJammer getVariable['BUILD_OWNER', '-1']) in[getPlayerUID player, Epoch_my_GroupUID])}";
dyna_Watersource = "call {_nearObjects = nearestObjects [player, [], 2];_check = 'water';_ok = false;{if (alive _x) then {_ok = [_x, _check] call EPOCH_worldObjectType;};if (_ok) exitWith {};} forEach _nearObjects;_ok}"; dyna_Watersource = "call {_nearObjects = nearestObjects [player, [], 2];_check = 'water';_ok = false;{if (alive _x) then {_ok = [_x, _check] call EPOCH_worldObjectType;};if (_ok) exitWith {};} forEach _nearObjects;_ok}";
dyna_DirtyWatersource = "((surfaceiswater position player) && (position player isFlatEmpty [-1, -1, -1, -1, 0, true] isEqualTo []) && (getPosASL player select 2 > 2) && (getPosATL player select 2 < 0.1))";
dyna_Paintobj = "objnull"; // <--- internal use only! dyna_Paintobj = "objnull"; // <--- internal use only!
}; };