Update fn_isInsideBuilding.sqf

Optimize code and correct error when no building is sent as a parameter.
This commit is contained in:
worldwidesorrow
2020-07-14 16:02:34 -05:00
committed by GitHub
parent 7721cf5c92
commit aae14af4e2

View File

@@ -10,18 +10,18 @@
// - arg#1 is a boolean: check also whether arg#0 is inside (bounding box of) some non-enterable buildings around. Can be used to check if a player or an installed item is on a building roof.
// - arg#0 is posATL, arg#1 should be a building
private ["_check","_unit","_inside","_building","_size","_type"];
private ["_check","_unit","_inside","_building","_type","_option"];
_check = {
private ["_building", "_point", "_inside", "_offset", "_relPos", "_boundingBox", "_min", "_max", "_myX", "_myY", "_myZ"];
private ["_building", "_pos", "_inside", "_offset", "_relPos", "_boundingBox", "_min", "_max", "_myX", "_myY", "_myZ"];
_building = _this select 0;
_inside = false;
if (isNull _building) exitwith {_inside};
_point = _this select 1;
if (isNull _building) exitWith {_inside};
_pos = _this select 1;
_offset = 1; // shrink building boundingbox by this length.
_relPos = _building worldToModel _point;
_relPos = _building worldToModel _pos;
_boundingBox = boundingBox _building;
_min = _boundingBox select 0;
@@ -42,38 +42,35 @@ _check = {
_inside
};
_size = 0;
_unit = _this select 0;
if (typeName _unit == "OBJECT") then {
_size = sizeOf typeOf _unit;
_unit = getPosATL _unit;
};
_inside = false;
if (count _this > 1 AND {(typeName (_this select 1) == "OBJECT")}) then {
// optional argument #1 can be the building used for the check
_building = _this select 1;
_inside = [_building, _unit] call _check;
}
else {
// else perform check with nearest enterable building (contains a path LOD)
if (typeName _unit == "OBJECT") then {
_building = nearestBuilding _unit;
_inside = [_building,getPosATL _unit] call _check;
};
if ((!_inside) AND {(count _this > 1)}) then { // if optional argument is a boolean
{
_building = _x;
_type = typeOf _building;
if ((((!(_type IN DayZ_SafeObjects)) // not installable objects
AND {(!(_type isKindOf "ReammoBox"))}) // not lootpiles (weaponholders and ammoboxes)
AND {((_size + (sizeOf _type)) > _unit distance _x)}) // objects might colliding
AND {([_x, _unit] call _check)}) exitWith { // perform the check. exitWith works only in non-nested "if"
_inside = true;
};
} forEach(nearestObjects [_unit, ["Building"], 50]);
};
// [object] call fnc_isInsideBuilding;
// This option is called continuously from player_checkStealth.
if (count _this == 1) exitWith {
//_building = nearestObject [_unit, "Building"];
_building = nearestBuilding _unit; // Not sure if this command is faster.
_inside = [_building,(getPosATL _unit)] call _check;
_inside
};
_option = _this select 1;
// [object,building] call fnc_isInsideBuilding;
if (typeName _option == "OBJECT") then {
// optional argument is a specific building
_inside = [_option,(getPosATL _unit)] call _check;
} else {
// [object,boolean] call fnc_isInsideBuilding; This is used in fn_niceSpot.
{
_building = _x;
_type = typeOf _building;
if (!(_type in DayZ_SafeObjects) // not installable objects
&& {!(_type isKindOf "ReammoBox")} // not lootpiles (weaponholders and ammoboxes)
&& {((sizeOf typeOf _unit) + (sizeOf _type)) > (_unit distance _building)} // objects might colliding
&& {[_building, _unit] call _check}) exitWith { // perform the check. exitWith works only in non-nested "if"
_inside = true;
};
} forEach (nearestObjects [_unit, ["Building"], 50]);
};
//diag_log ("fnc_isInsideBuilding Check: " + str(_inside)+ " last building:"+str(_building));