ACE3/TO_MERGE/ace/arty_m119/fnc_shiftRight.sqf

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//fnc_shiftLeft.sqf
#include "script_component.hpp"
#include "\ca\editor\Data\Scripts\dikCodes.h"
private["_phase", "_absPhase", "_degPhase", "_found_anim", "_setDir"];
PARAMS_1(_gun);
//_dn = getText(configFile >> "CfgVehicles" >> typeOf _gun >> "displayName");
//_actionText = format[localize "STR_ACE_ARTY_STOPSHIFTHOWITZER",_dn];
GVAR(dragGun) = _gun;
closeDialog 0;
player attachTo [_gun, [0,0,-0.27], "shift_right"];
// player switchMove "ACINPKNLMSTPSRASWRFLDNON";
GVAR(stopDragging) = false;
_phase = GVAR(dragGun) animationPhase "MainTurret";
_absPhase = (abs _phase) mod 6400;
if(_phase < 0) then {
_absPhase = 6400-_absPhase;
};
_degPhase = MIL2DEG(_absPhase);
player setDir (_degPhase + 70) mod 360;
FUNC(handleKeydown) = {
private["_handled", "_ctrl", "_dikCode", "_shift", "_ctrl", "_alt", "_phase"];
_ctrl = _this select 0;
_dikCode = _this select 1;
_shift = _this select 2;
_ctrl = _this select 3;
_alt = _this select 4;
_result = true;
_size = 40;
if (_ctrl) then {
_size = 20;
};
if (_shift) then {
_size = 1;
};
if(_dikCode in (actionKeys "moveBack")) then {
_phase = GVAR(dragGun) animationPhase "MainTurret";
_phase = (floor _phase);
GVAR(dragGun) animate["MainTurret", (_phase+_size)];
_result = false;
};
if(_dikCode in (actionKeys "stand") || _dikCode in (actionKeys "crouch")) then {
[] call FUNC(endShift);
_result = true;
};
_result
};
//#define ACE_TEXT_RED(Text) ("<t color='#FF0000'>" + ##Text + "</t>")
GVAR(drag_keyDownId) = (findDisplay 46) displayAddEventHandler ["KeyDown", QUOTE(_this call FUNC(handleKeydown))];
_found_anim = false;
player playActionNow "grabDrag";
//GVAR(shiftActionId) = player addAction [ACE_TEXT_RED(_actionText), QPATHTO_F(fnc_endShift.sqf), [], 100, false, false, "", ""];
waitUntil { animationState player == "ACINPKNLMSTPSRASWRFLDNON" };
while { !GVAR(stopDragging) } do {
if( !(alive player) || !(alive GVAR(dragGun)) ) exitWith {
[] call FUNC(endShift);
};
if !(animationState player in ["acinpknlmstpsraswrfldnon","acinpknlmwlksraswrfldb"]) exitWith {
player switchMove "ACINPKNLMSTPSRASWRFLDNON";
[] call FUNC(endShift);
};
_phase = GVAR(dragGun) animationPhase "MainTurret";
_absPhase = (abs _phase) mod 6400;
if(_phase < 0) then {
_absPhase = 6400-_absPhase;
};
_degPhase = MIL2DEG(_absPhase);
_setDir = (_degPhase + 70) mod 360;
player setDir _setDir;
sleep 0.01;
};