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DayZ-Epoch/SQF/dayz_code/actions/snap_build.sqf
A Man 16361e5466 Update snap and vector build
Mady by @Victor-the-Cleaner
2021-12-23 16:49:02 +01:00

104 lines
3.5 KiB
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///////////////////////////////////////////////////////////////////////////////////////////////////
//
// Author: Raymix
// Date: July 10 2014
//
// Updated by Victor the Cleaner
//
///////////////////////////////////////////////////////////////////////////////////////////////////
local _p = _this select 3;
snapActionState = _p select 0;
local _object = _p select 1;
local _classname = _p select 2;
local _objectHelper = _p select 3;
local _selectedAction = _p select 4;
local _points = getArray (configFile >> "SnapBuilding" >> _classname >> "points");
_moveHelper = {
detach _objectHelper;
detach _object;
if (DZE_SnapSelIdx >= 0) then {
_objectHelper setPosATL (getPosATL (snapGizmos select DZE_SnapSelIdx));
} else {
// reset helper to modelBase or modelCenter position (not necessarily the same as pivot/bottom)
_objectHelper setPosATL (getPosATL modelSelect);
};
_object attachTo [_objectHelper];
if (!helperDetach) then {
_objectHelper attachTo [player];
};
[_objectHelper, [DZE_memForBack, DZE_memLeftRight, DZE_memDir]] call fnc_SetPitchBankYaw;
};
call {
if (snapActionState == "Init") exitWith {
snapActionState = localize "STR_EPOCH_ACTION_SNAP_OFF";
[1,0,0, _object, _classname, _objectHelper, _points] call fnc_snapActionCleanup;
[_object, _classname, _objectHelper, _points] spawn {
local _object = _this select 0;
local _classname = _this select 1;
local _objectHelper = _this select 2;
local _points = _this select 3;
while {1==1} do {
if (DZE_cancelBuilding || !dayz_actionInProgress || DZE_nowBuilding) exitWith {
call fnc_initSnapPointsCleanup;
[0,0,0, _object, _classname, _objectHelper, _points] call fnc_snapActionCleanup;
snapActionState = localize "STR_EPOCH_ACTION_SNAP_OFF";
};
uiSleep 0.2;
};
};
};
if (snapActionState == localize "STR_EPOCH_ACTION_SNAP_OFF") exitWith { // OFF to Auto
snapActionState = localize "STR_EPOCH_ACTION_SNAP_ON";
snapActionStateSelect = "Auto";
[1,1,0, _object, _classname, _objectHelper, _points] call fnc_snapActionCleanup;
[_object, _points] call fnc_initSnapPoints;
[_object] call fnc_initSnapPointsNearby;
uiSleep 0.25;
[_object, _objectHelper] call fnc_snapDistanceCheck;
};
if (snapActionState == localize "STR_EPOCH_ACTION_SNAP_ON") exitWith { // ON to OFF
snapActionState = localize "STR_EPOCH_ACTION_SNAP_OFF";
DZE_SnapSelIdx = -2;
[1,0,0, _object, _classname, _objectHelper, _points] call fnc_snapActionCleanup;
call _moveHelper;
call fnc_initSnapPointsCleanup;
};
if (snapActionState == "Auto") exitWith { // Auto to Manual, but nothing selected
snapActionState = localize "STR_EPOCH_ACTION_SNAP_ON";
snapActionStateSelect = localize "STR_EPOCH_ACTION_SNAP_POINT_MANUAL";
[1,1,1, _object, _classname, _objectHelper, _points] call fnc_snapActionCleanup;
};
if (snapActionState == localize "STR_EPOCH_ACTION_SNAP_POINT_MANUAL") exitWith { // Manual to Auto
snapActionState = localize "STR_EPOCH_ACTION_SNAP_ON";
snapActionStateSelect = "Auto";
[1,1,0, _object, _classname, _objectHelper, _points] call fnc_snapActionCleanup;
};
if (snapActionState == "Selected") exitWith { // select snapping point
{
if (_forEachIndex == _selectedAction) then {
DZE_SnapSelIdx = _forEachIndex; // snap selection index
call _moveHelper;
_x setObjectTexture DZE_SNAP_POINT_FOUND; // red
} else {
_x setObjectTexture DZE_SNAP_POINT_RESET; // green
};
} forEach snapGizmos;
[1,1,1, _object, _classname, _objectHelper, _points] call fnc_snapActionCleanup;
};
};