ACE3/addons/laser_selfdesignate/functions/fnc_laserHudDesignateOn.sqf

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/*
* Author: jaynus
* Turns on laser self designation from this vehicle based on the turret.
* There are no arguments, because it is all strictly based on the users vehicle.
*
* Argument:
*
* Return value:
* N/A
*/
//#define DEBUG_MODE_FULL
#include "script_component.hpp"
TRACE_1("enter", _this);
#define FCS_UPDATE_DELAY 1
FUNC(laserHudDesignatePFH) = {
private["_strongestResultPos", "_args", "_localLaserTarget", "_laserResultPosition", "_laserResult", "_shooter", "_vehicle", "_weapon", "_gunnerInfo", "_turretInfo", "_pov", "_gunBeg", "_gunEnd", "_povPos", "_povDir", "_result", "_resultPositions", "_firstResult", "_forceUpdateTime"];
_args = _this select 0;
_shooter = _args select 0;
_localLaserTarget = _args select 2;
_vehicle = vehicle _shooter;
TRACE_1("", _args);
if((vehicle _shooter) == _shooter || {!alive _shooter} || {isNull _vehicle} || {!GVAR(active)} ) exitWith {
_args call FUNC(laserHudDesignateOff);
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};
if(!([_shooter] call FUNC(unitTurretHasDesignator)) ) exitWith {
_args call FUNC(laserHudDesignateOff);
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};
if( (count _args) < 4) then {
_args set[3, diag_tickTime + FCS_UPDATE_DELAY];
};
_forceUpdateTime = _args select 3;
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// @TODO: We don't have anything here we need to do the calculations for right now
/*
_gunnerInfo = [_vehicle, (currentWeapon _vehicle)] call CBA_fnc_getFirer;
_turretInfo = [_vehicle, _gunnerInfo select 1] call EFUNC(common,getTurretDirection);
_povPos = _turretInfo select 0;
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_laserCode = (vehicle ACE_player) getVariable[QGVAR(currentCode), ACE_DEFAULT_LASER_CODE];
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_waveLength = (vehicle ACE_player) getVariable[QGVAR(currentWaveLength), ACE_DEFAULT_LASER_WAVELENGTH];
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_laserResult = [_povPos, [_waveLength,_waveLength], _laserCode] call EFUNC(laser,seekerFindLaserSpot);
_laserResultPosition = _laserResult select 0;
TRACE_1("Search", _laserResult);
if((count _laserResult) > 0) then {
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// @TODO: Nou gets to field all tickets about missing lasers.
//_localLaserTarget setPosASL _laserResultPosition;
};
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*/
if(diag_tickTime > _forceUpdateTime) then {
["ace_fcs_forceUpdate", []] call ace_common_fnc_localEvent;
_args set[3, diag_tickTime + FCS_UPDATE_DELAY];
};
_this set[0, _args];
};
private ["_laserTarget", "_handle", "_vehicle", "_laserUuid", "_waveLength", "_beamSpread", "_laserCode"];
if(!GVAR(active)) then {
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GVAR(active) = true;
TRACE_1("Activating laser", "");
// Get the self-designation variables, or use defaults
_laserCode = (vehicle ACE_player) getVariable[QGVAR(currentCode), ACE_DEFAULT_LASER_CODE];
_waveLength = (vehicle ACE_player) getVariable[QGVAR(currentWaveLength), ACE_DEFAULT_LASER_WAVELENGTH];
_beamSpread = (vehicle ACE_player) getVariable[QGVAR(currentBeamSpread), ACE_DEFAULT_LASER_BEAMSPREAD];
_laserUuid = [(vehicle ACE_player), ACE_player, QFUNC(findLaserSource), _waveLength, _laserCode, _beamSpread] call EFUNC(laser,laserOn);
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// @TODO: Create the local target for the players side
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// @TODO: Nou gets to field all tickets about missing lasers.
//_localLaserTarget = "LaserTargetW" createVehicleLocal (getpos ACE_player);
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_handle = [FUNC(laserHudDesignatePFH), 0.1, [ACE_player, _laserUuid, nil]] call cba_fnc_addPerFrameHandler;
} else {
[] call FUNC(laserHudDesignateOff);
[] call FUNC(laserHudDesignateOn);
};