2015-01-11 16:42:31 +00:00
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/*
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* Author: KoffeinFlummi
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* Starts watching the target for sideways correction.
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*
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* Arguments:
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2015-12-10 15:00:14 +00:00
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* 0: Vehicle <OBJECT>
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* 1: Turret <ARRAY>
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2015-01-11 16:42:31 +00:00
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*
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* Return Value:
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2015-12-10 15:00:14 +00:00
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* None
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*
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* Public: No
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2015-01-11 16:42:31 +00:00
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*/
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2015-01-12 10:02:44 +00:00
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#include "script_component.hpp"
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2015-12-10 15:00:14 +00:00
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params ["_vehicle", "_turret"];
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2015-02-04 02:20:55 +00:00
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2016-01-20 23:20:21 +00:00
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private _turretConfig = [configFile >> "CfgVehicles" >> typeOf _vehicle, _turret] call EFUNC(common,getTurretConfigPath);
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2016-01-21 13:44:23 +00:00
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// Update display for infantry rangefinders
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if (_vehicle == ACE_player) exitWith {[5,5500,25,true] call FUNC(getRange)};
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2016-01-20 23:20:21 +00:00
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private _distance = [
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getNumber (_turretConfig >> QGVAR(DistanceInterval)),
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getNumber (_turretConfig >> QGVAR(MaxDistance)),
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getNumber (_turretConfig >> QGVAR(MinDistance))
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] call FUNC(getRange);
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2015-01-13 21:51:02 +00:00
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2015-02-11 21:39:31 +00:00
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if !(!GVAR(enabled) && FUNC(canUseFCS)) exitWith {};
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2015-01-11 16:42:31 +00:00
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2015-01-12 10:02:44 +00:00
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GVAR(Enabled) = true;
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2015-10-21 20:17:28 +00:00
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GVAR(time) = ACE_time;
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2015-01-11 16:42:31 +00:00
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2015-12-10 15:00:14 +00:00
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private _weaponDirection = _vehicle weaponDirection (_vehicle currentWeaponTurret _turret); // @todo doesn't work for sub turrets
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2015-02-11 19:59:41 +00:00
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2015-03-25 22:03:45 +00:00
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if (_turret isEqualTo ([_vehicle] call EFUNC(common,getTurretCommander))) then {
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2015-02-11 19:59:41 +00:00
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_weaponDirection = eyeDirection _vehicle;
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};
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if (_weaponDirection isEqualTo [0,0,0]) then { // dummy value for non main turrets
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_weaponDirection = [1,0,0];
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};
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2015-01-11 16:42:31 +00:00
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2015-12-10 15:00:14 +00:00
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GVAR(Position) = (getPosASL _vehicle) vectorAdd (_weaponDirection vectorMultiply _distance);
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2016-01-21 01:02:50 +00:00
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[_vehicle,_turret,_distance,0] call FUNC(calculateSolution);
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