2016-05-30 16:37:03 +00:00
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/*
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* Author: jaynus
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* Turns on laser self designation from this vehicle based on the turret.
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* There are no arguments, because it is all strictly based on the users vehicle.
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*
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* Arguments:
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* None
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*
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* Return Value:
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* None
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*
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* Public: No
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*/
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#include "script_component.hpp"
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TRACE_1("enter", _this);
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#define FCS_UPDATE_DELAY 1
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FUNC(laserHudDesignatePFH) = {
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private["_strongestResultPos", "_args", "_localLaserTarget", "_laserResultPosition", "_laserResult", "_shooter", "_vehicle", "_weapon", "_gunnerInfo", "_turretInfo", "_pov", "_gunBeg", "_gunEnd", "_povPos", "_povDir", "_result", "_resultPositions", "_firstResult", "_forceUpdateTime"];
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params ["_args"];
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_args params ["_shooter", "_localLaserTarget"];
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_vehicle = vehicle _shooter;
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TRACE_1("", _args);
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if((vehicle _shooter) == _shooter || {!alive _shooter} || {isNull _vehicle} || {!GVAR(active)} ) exitWith {
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_args call FUNC(laserHudDesignateOff);
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};
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if(!([_shooter] call FUNC(unitTurretHasDesignator)) ) exitWith {
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_args call FUNC(laserHudDesignateOff);
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};
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if( (count _args) < 4) then {
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_args set[3, ACE_diagTime + FCS_UPDATE_DELAY];
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};
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_forceUpdateTime = _args select 3;
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// @TODO: We don't have anything here we need to do the calculations for right now
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/*
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_gunnerInfo = [_vehicle, (currentWeapon _vehicle)] call CBA_fnc_getFirer;
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_turretInfo = [_vehicle, _gunnerInfo select 1] call EFUNC(common,getTurretDirection);
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_povPos = _turretInfo select 0;
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_laserCode = (vehicle ACE_player) getVariable["ace_laser_code", ACE_DEFAULT_LASER_CODE];
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_waveLength = (vehicle ACE_player) getVariable["ace_laser_waveLength", ACE_DEFAULT_LASER_WAVELENGTH];
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_laserResult = [_povPos, [_waveLength,_waveLength], _laserCode] call EFUNC(laser,seekerFindLaserSpot);
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_laserResultPosition = _laserResult select 0;
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TRACE_1("Search", _laserResult);
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if((count _laserResult) > 0) then {
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// @TODO: Nou gets to field all tickets about missing lasers.
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//_localLaserTarget setPosASL _laserResultPosition;
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};
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*/
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if(ACE_diagTime > _forceUpdateTime) then {
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["ace_fcs_forceUpdate", []] call ace_common_fnc_localEvent;
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_args set[3, ACE_diagTime + FCS_UPDATE_DELAY];
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};
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_this set[0, _args];
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};
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private ["_laserTarget", "_handle", "_vehicle", "_laserUuid", "_waveLength", "_beamSpread", "_laserCode"];
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if(!GVAR(active)) then {
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GVAR(active) = true;
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TRACE_1("Activating laser", "");
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// Get the self-designation variables, or use defaults
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_laserCode = (vehicle ACE_player) getVariable["ace_laser_code", ACE_DEFAULT_LASER_CODE];
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_waveLength = (vehicle ACE_player) getVariable["ace_laser_waveLength", ACE_DEFAULT_LASER_WAVELENGTH];
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_beamSpread = (vehicle ACE_player) getVariable["ace_laser_beamSpread", ACE_DEFAULT_LASER_BEAMSPREAD];
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_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.
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//_localLaserTarget = "LaserTargetW" createVehicleLocal (getpos ACE_player);
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GVAR(selfDesignateHandle) = [FUNC(laserHudDesignatePFH), 0.1, [ACE_player, _laserUuid, nil]] call CBA_fnc_addPerFrameHandler;
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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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