2018-09-17 19:19:29 +00:00
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#include "script_component.hpp"
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2017-08-12 13:25:48 +00:00
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/*
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* Author: Nelson Duarte, AACO, SilentSpike
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* Function used to select the camera mode
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*
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* Intended to run even if new mode == old mode, as it handles focus
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*
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* Arguments:
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* 0: New camera mode <NUMBER>
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*
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* Return Value:
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* None
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*
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* Example:
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* [1] call ace_spectator_fnc_cam_setCameraMode
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*
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* Public: No
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*/
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params ["_newMode"];
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private _oldMode = GVAR(camMode);
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private _modes = GVAR(availableModes);
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2017-08-30 15:36:53 +00:00
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private _focus = GVAR(camFocus);
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2017-08-12 13:25:48 +00:00
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// If new mode isn't available then keep current (unless current also isn't)
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if !(_newMode in _modes) then {
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_newMode = _modes select ((_modes find _oldMode) max 0);
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};
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2017-08-17 11:50:43 +00:00
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// Can't switch camera from free mode with no focus selected
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if (!isNull _focus || _newMode == MODE_FREE) then {
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2017-08-12 13:25:48 +00:00
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private _camera = GVAR(camera);
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private _showHUD = [true,true,true,true,true,true,true,true];
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if (_newMode == MODE_FPS) then {
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_camera cameraEffect ["Terminate", "BACK"];
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_focus switchCamera "INTERNAL";
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// Reset vision mode
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[VISION_NORM] call FUNC(cam_setVisionMode);
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[] call FUNC(cam_resetTarget);
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// Disable camera input
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_camera camCommand "manual off";
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// Hide all unit/group information in first person view
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_showHUD = [true,false,false,false,false,false,false,true];
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};
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if (_newMode == MODE_FOLLOW) then {
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_camera cameraEffect ["Internal", "BACK"];
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_focus switchCamera "EXTERNAL";
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[] call FUNC(cam_resetTarget);
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// Disable camera input
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_camera camCommand "manual off";
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};
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if (_newMode == MODE_FREE) then {
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_camera cameraEffect ["Internal", "BACK"];
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2017-12-07 21:45:30 +00:00
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switchCamera GVAR(camAgentFree); // Fix draw3D while in free camera for case where player is perma-dead
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2017-08-12 13:25:48 +00:00
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_camera setDir getDirVisual _camera;
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if (!isNull _focus) then {
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if (_oldMode == MODE_FPS) then {
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[_focus] call FUNC(cam_prepareTarget);
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};
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[_focus] call FUNC(cam_setTarget);
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};
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// Enable camera input
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_camera camCommand "manual on";
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};
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// Update the HUD
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cameraEffectEnableHUD true;
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showHUD _showHUD;
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GVAR(camMode) = _newMode;
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// Only update display if it exists, this function is independent of it
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if !(isNull SPEC_DISPLAY) then {
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[] call FUNC(ui_updateCamButtons);
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[] call FUNC(ui_updateHelp);
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};
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};
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