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https://github.com/acemod/ACE3.git
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91 lines
2.9 KiB
Plaintext
91 lines
2.9 KiB
Plaintext
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//#define DEBUG_MODE_FULL
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#include "script_component.hpp"
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TRACE_1("enter", _this);
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FUNC(magnitude) = {
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_this distance [0, 0, 0]
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};
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FUNC(mat_normalize3d) = {
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private ["_mag"];
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PARAMS_3(_vx,_vy,_vz);
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_mag = _this call FUNC(magnitude);
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if (_mag == 0) then {_mag = 1};
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[(_vx/_mag), (_vy/_mag), (_vz/_mag)]
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};
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FUNC(laserHudDesignatePFH) = {
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_args = _this select 0;
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_laserTarget = _args select 0;
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_shooter = _args select 1;
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_vehicle = vehicle _shooter;
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_weapon = currentWeapon _vehicle;
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if(!alive _shooter || isNull _vehicle || isNull _laserTarget || !GVAR(laserActive) ) exitWith {
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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};
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// Retrieve the gunner and turret memory point information
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_gunnerInfo = [_vehicle, _weapon] call CBA_fnc_getFirer;
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_turret = [_vehicle, _gunnerInfo select 1] call CBA_fnc_getTurret;
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_pov = getText (_turret >> "memoryPointGunnerOptics");
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_gunBeg = getText (_turret >> "gunBeg");
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_gunEnd = getText (_turret >> "gunEnd");
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TRACE_3("", _pov, _gunBeg, _gunEnd);
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// Pull the PIP pov or barrel direction, depending on how the model is set up
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_povPos = ATLtoASL ( _vehicle modelToWorld (_vehicle selectionPosition _pov ) );
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_povDir = [0,0,0];
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if(_pov == "pip0_pos") then {
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_pipDir = ATLtoASL ( _vehicle modelToWorld (_vehicle selectionPosition "pip0_dir" ) );
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_povDir = [_povPos, _pipDir] call BIS_fnc_vectorDiff;
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} else {
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_gunBeginPos = ATLtoASL ( _vehicle modelToWorld (_vehicle selectionPosition _gunBeg ) );
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_gunEndPos = ATLtoASL ( _vehicle modelToWorld (_vehicle selectionPosition _gunEnd ) );
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_povDir = [_gunEndPos, _gunBeginPos] call BIS_fnc_vectorDiff;
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};
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TRACE_4("", _povDir, _povPos, _gunBeginPos, _gunEndPos);
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_result = [_povPos, _povDir] call EFUNC(laser,shootCone);
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if((count _result) > 0) then {
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_resultPositions = _result select 2;
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if((count _resultPositions) > 0) then {
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_firstResult = _resultPositions select 0;
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_pos = _firstResult select 0;
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// If the laser has moved less than a half meter, then dont move it.
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// Just regular use of lasers will commonly make them move this much,
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// but not across multiple close frames.
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// This loses accuracy a little, but saves position updates per frame.
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//if( ((getPosASL _laserTarget) distance _pos) > 0.5) then {
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_laserTarget setPosATL (ASLToATL _pos);
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//};
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#ifdef DEBUG_MODE_FULL
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drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,0,0,1], ASLToATL _pos, 0.75, 0.75, 0, "", 0.5, 0.025, "TahomaB"];
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#endif
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};
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};
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};
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if(isNil QGVAR(laser)) then {
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_laserTarget = "LaserTarget" createVehicle (getpos player);
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GVAR(laserActive) = true;
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_handle = [FUNC(laserHudDesignatePFH), 0, [_laserTarget, player]] call cba_fnc_addPerFrameHandler;
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_laserTarget setVariable ["ACE_PFH_HANDLE", _handle, false];
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GVAR(laser) = _laserTarget;
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} else {
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[] call FUNC(laserHudDesignateOff);
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[] call FUNC(laserHudDesignateOn);
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};
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