Files
DayZ-Epoch/SQF/dayz_code/actions/player_build_controls.sqf
2014-08-21 06:23:42 +01:00

216 lines
5.3 KiB
Plaintext

private ["_canDo","_passArray","_objHDiff","_isOk","_zheightchanged","_zheightdirection","_rotate","_dir","_object","_position","_isAllowedUnderGround","_location1","_location2","_cancel","_reason","_lastDir","_objectHelper","_objectHelperDir","_objectHelperPos"];
_object = _this select 0;
_isAllowedUnderGround = _this select 1;
_location1 = _this select 2;
_objectHelper = _this select 3;
_passArray = [];
_objHDiff = 0;
_isOk = true;
_cancel = false;
_reason = "";
_dir = getDir player; //required to pass direction when building
helperDetach = false;
_canDo = (!r_drag_sqf and !r_player_unconscious);
_position = [_objectHelper] call FNC_GetPos;
while {_isOk} do {
_zheightchanged = false;
_zheightdirection = "";
_rotate = false;
if (DZE_Q) then {
DZE_Q = false;
_zheightdirection = "up";
_zheightchanged = true;
};
if (DZE_Z) then {
DZE_Z = false;
_zheightdirection = "down";
_zheightchanged = true;
};
if (DZE_Q_alt) then {
DZE_Q_alt = false;
_zheightdirection = "up_alt";
_zheightchanged = true;
};
if (DZE_Z_alt) then {
DZE_Z_alt = false;
_zheightdirection = "down_alt";
_zheightchanged = true;
};
if (DZE_Q_ctrl) then {
DZE_Q_ctrl = false;
_zheightdirection = "up_ctrl";
_zheightchanged = true;
};
if (DZE_Z_ctrl) then {
DZE_Z_ctrl = false;
_zheightdirection = "down_ctrl";
_zheightchanged = true;
};
if (DZE_4) then {
_rotate = true;
DZE_4 = false;
_dir = -45;
};
if (DZE_6) then {
_rotate = true;
DZE_6 = false;
_dir = 45;
};
if (DZE_F and _canDo) then {
if (helperDetach) then {
_objectHelperDir = getDir _objectHelper;
_objectHelper attachTo [player];
_objectHelper setDir _objectHelperDir-(getDir player);
helperDetach = false;
} else {
_objectHelperDir = getDir _objectHelper;
detach _objectHelper;
[_objectHelper] call FNC_GetSetPos;
_objectHelper setVelocity [0,0,0]; //fix sliding glitch
helperDetach = true;
};
DZE_F = false;
};
if(_rotate) then {
if (helperDetach) then {
_objectHelperDir = getDir _objectHelper;
_objectHelper setDir _objectHelperDir+_dir;
[_objectHelper] call FNC_GetSetPos;
} else {
detach _objectHelper;
_objectHelperDir = getDir _objectHelper;
_objectHelper setDir _objectHelperDir+_dir;
[_objectHelper] call FNC_GetSetPos;
_objectHelperDir = getDir _objectHelper;
_objectHelper attachTo [player];
_objectHelper setDir _objectHelperDir-(getDir player);
};
};
if(_zheightchanged) then {
if (!helperDetach) then {
detach _objectHelper;
_objectHelperDir = getDir _objectHelper;
};
_position = [_objectHelper] call FNC_GetPos;
if(_zheightdirection == "up") then {
_position set [2,((_position select 2)+0.1)];
_objHDiff = _objHDiff + 0.1;
};
if(_zheightdirection == "down") then {
_position set [2,((_position select 2)-0.1)];
_objHDiff = _objHDiff - 0.1;
};
if(_zheightdirection == "up_alt") then {
_position set [2,((_position select 2)+1)];
_objHDiff = _objHDiff + 1;
};
if(_zheightdirection == "down_alt") then {
_position set [2,((_position select 2)-1)];
_objHDiff = _objHDiff - 1;
};
if(_zheightdirection == "up_ctrl") then {
_position set [2,((_position select 2)+0.01)];
_objHDiff = _objHDiff + 0.01;
};
if(_zheightdirection == "down_ctrl") then {
_position set [2,((_position select 2)-0.01)];
_objHDiff = _objHDiff - 0.01;
};
if((_isAllowedUnderGround == 0) && ((_position select 2) < 0)) then {
_position set [2,0];
};
if (surfaceIsWater _position) then {
_objectHelper setPosASL _position;
} else {
_objectHelper setPosATL _position;
};
if (!helperDetach) then {
_objectHelper attachTo [player];
_objectHelper setDir _objectHelperDir-(getDir player);
};
};
sleep 0.5;
_location2 = [player] call FNC_GetPos;
_objectHelperPos = [_objectHelper] call FNC_GetPos;
if(DZE_5) exitWith {
_isOk = false;
_position = [_object] call FNC_GetPos;
detach _object;
_dir = getDir _object;
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
if(_location1 distance _location2 > 10) exitWith {
_isOk = false;
_cancel = true;
_reason = "You've moved to far away from where you started building (within 10 meters)";
detach _object;
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
if(_location1 distance _objectHelperPos > 10) exitWith {
_isOk = false;
_cancel = true;
_reason = "Object is placed to far away from where you started building (within 10 meters)";
detach _object;
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
if(abs(_objHDiff) > 10) exitWith {
_isOk = false;
_cancel = true;
_reason = "Cannot move up or down more than 10 meters";
detach _object;
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
if (player getVariable["combattimeout", 0] >= time) exitWith {
_isOk = false;
_cancel = true;
_reason = (localize "str_epoch_player_43");
detach _object;
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
if (DZE_cancelBuilding) exitWith {
_isOk = false;
_cancel = true;
_reason = "Cancelled building.";
detach _object;
deleteVehicle _object;
detach _objectHelper;
deleteVehicle _objectHelper;
};
};
_passArray = [_cancel,_reason,_position,_dir];
_passArray //[bool,string,array,int]