ACE3/addons/common/functions/fnc_getTurretDirection.sqf

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#include "..\script_component.hpp"
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/*
* Author: jaynus
* Get the absolute turret direction for FOV/PIP turret.
*
* Arguments:
* 0: Vehicle <OBJECT>
* 1: Turret Position <ARRAY>
*
* Return Value:
* 0: Position ASL <ARRAY>
* 1: Direction <ARRAY>
*
* Example:
* [car, [5,6,5]] call ace_common_fnc_getTurretDirection
*
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* Public: Yes
*/
params ["_vehicle", "_position"];
private _turret = [_vehicle, _position] call CBA_fnc_getTurret;
private _pov = getText (_turret >> "memoryPointGunnerOptics");
private _gunBeg = getText (_turret >> "gunBeg");
private _gunEnd = getText (_turret >> "gunEnd");
TRACE_3("",_pov,_gunBeg,_gunEnd);
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// Pull the PIP pov or barrel direction, depending on how the model is set up
private _povPos = _vehicle modelToWorldVisualWorld (_vehicle selectionPosition _pov);
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private _povDir = [0,0,0];
if (_pov == "pip0_pos") then {
private _pipDir = _vehicle modelToWorldVisualWorld (_vehicle selectionPosition "pip0_dir");
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_povDir = _pipDir vectorDiff _povPos;
} else {
private _gunBeginPos = _vehicle modelToWorldVisualWorld (_vehicle selectionPosition _gunBeg);
private _gunEndPos = _vehicle modelToWorldVisualWorld (_vehicle selectionPosition _gunEnd);
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_povDir = _gunBeginPos vectorDiff _gunEndPos;
};
_povDir = vectorNormalized _povDir;
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[_povPos, _povDir]