Update object revealing

This replaces 'player reveal object' with a function that acutal reveals the objects to the player. This fixes that objects were not usable after building.
This commit is contained in:
A Man
2022-05-18 18:14:22 +02:00
parent f4d770c617
commit 0799e7e183
8 changed files with 21 additions and 17 deletions

View File

@@ -15,7 +15,9 @@ _holder = objNull;
//Check if a holder is close by the player.
_nearByPile= nearestObjects [_pos, ["WeaponHolder","WeaponHolderBase"],PILE_SEARCH_RADIUS];
if (count _nearByPile == 0) then {
if (count _nearByPile == 0) then {
["WeaponHolder",objNull] call fn_waitForObject;
//No weapon holders found in the radius, spawn a new one
_holder = "WeaponHolder" createVehicle [0,0,0];
_holder setPosATL _pos;
@@ -30,7 +32,9 @@ if (count _nearByPile == 0) then {
_objects = lineIntersectsWith [(_holder modeltoWorld PILE_OFFSET), _pos, player, _holder, true];
//Can you see the current selected weapon holder
if (count _objects > 0) then {
if (count _objects > 0) then {
["WeaponHolder",objNull] call fn_waitForObject;
//Unable to see the current selected weapon holder within the radius lets create a new one.
_holder = createVehicle ["WeaponHolder", _pos, [], 0, "CAN_COLLIDE"];
};
@@ -42,7 +46,4 @@ switch _type do {
case 1: {_holder addMagazineCargoGlobal [_item,_amount];};
case 2: {_holder addWeaponCargoGlobal [_item,_amount];};
case 3: {_holder addBackpackCargoGlobal [_item,_amount];};
};
//Revel the item
player reveal _holder;
};