mirror of
https://github.com/acemod/ACE3.git
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150 lines
5.0 KiB
Plaintext
150 lines
5.0 KiB
Plaintext
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/*
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* Original Author: Taosenai
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* Adapted By: KoffeinFlummi
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*
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* Animates the scope when firing.
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*
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* Arguments:
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* 0: Unit
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* 1: Weapon
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* 2: Muzzle
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* 3: Mode
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* 4: Ammo
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* 5: Magazine
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* 6: Projectile
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*
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* Return Value:
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* None
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*/
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if (_this select 0 != AGM_player) exitwith {}; // Sanity check
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0 = _this spawn {
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disableSerialization;
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_weaponType = _this select 1;
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_config = configFile >> "CfgWeapons" >> _weaponType;
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_scope = uiNameSpace getVariable "AGM_Optics_Scope";
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// @todo
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_recoilMulti = getNumber (_config >> "tmr_smallarms_recoil_shakeMultiplier"); // Will be 0 if undefined
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if (_recoilMulti == 0) then {
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_recoilMulti = 1;
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};
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if (_recoilMulti > 2.6) then {
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_recoilMulti = 2.6; // Don't get too high
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};
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// Reduce the reticle movement as the player drops into lower, supported stances.
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_detectStance = (player selectionPosition "Neck" select 2);
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if (_detectStance < 1.3) then {
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_recoilMulti = _recoilMulti - 0.10;
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};
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if (_detectStance < 0.7) then {
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_recoilMulti = _recoilMulti - 0.20;
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};
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// Reduce reticle movement if the player is rested (tmr_autorest).
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if (player getVariable ["tmr_autorest_rested", false]) then {
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_recoilMulti = _recoilMulti - 0.20;
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};
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// Reduce reticle movement if the player is deployed (tmr_autorest).
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if (player getVariable ["tmr_autorest_deployed", false]) then {
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_recoilMulti = _recoilMulti - 0.30;
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};
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_recoilMulti = 1;
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// @endtodo
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// Constants which determine how the scope recoils
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_recoilScope = 0.03 * _recoilMulti + random 0.0015;
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_recoilRing = 0.03 * _recoilMulti + random 0.0015;
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_randomScopeShiftX = 0.005 * _recoilMulti - random 0.011;
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_randomReticleShiftX = 0.0036 * _recoilMulti + random 0.0045; // Always tend up and right;
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_randomReticleShiftY = -0.0046 * _recoilMulti - random 0.0055;
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/////////
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// Center everything
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// getResolution select 4 should return the aspect ratio, but it's totally wrong
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// for triple head displays. We'll compute it manually.
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_aspectRatio = (getResolution select 0) / (getResolution select 1);
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_reticleX = (SafeZoneXAbs + SafeZoneWAbs/2 - (SafeZoneWAbs / _aspectRatio)/2);
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_reticleY = SafeZoneY;
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_reticleW = SafeZoneWAbs / _aspectRatio;
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_reticleH = SafeZoneH;
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// Reticle
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(_scope displayCtrl 1) ctrlSetPosition [_reticleX, _reticleY, _reticleW, _reticleH];
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// Reticle night (illum)
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(_scope displayCtrl 2) ctrlSetPosition [_reticleX, _reticleY, _reticleW, _reticleH];
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_bodyX = (SafeZoneXAbs + SafeZoneWAbs/2 - (SafeZoneWAbs / _aspectRatio));
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_bodyY = SafeZoneY - (SafeZoneH/2);
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_bodyW = SafeZoneWAbs / _aspectRatio * 2;
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_bodyH = SafeZoneH * 2;
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// Body night
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(_scope displayCtrl 5) ctrlSetPosition [_bodyX, _bodyY, _bodyW, _bodyH];
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// Body
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(_scope displayCtrl 6) ctrlSetPosition [_bodyX, _bodyY, _bodyW, _bodyH];
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_centerDelay = 0.01;
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(_scope displayCtrl 1) ctrlCommit _centerDelay;
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(_scope displayCtrl 2) ctrlCommit _centerDelay;
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(_scope displayCtrl 5) ctrlCommit _centerDelay;
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(_scope displayCtrl 6) ctrlCommit _centerDelay;
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/////////
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// Create and commit recoil effect
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// Move reticle
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(_scope displayCtrl 1) ctrlSetPosition [_reticleX - (_recoilScope/2) + _randomReticleShiftX, _reticleY - (_recoilScope/2) + _randomReticleShiftY, _reticleW + _recoilScope, _reticleH + _recoilScope];
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(_scope displayCtrl 2) ctrlSetPosition [_reticleX - (_recoilScope/2) + _randomReticleShiftX, _reticleY - (_recoilScope/2) + _randomReticleShiftY, _reticleW + _recoilScope, _reticleH + _recoilScope];
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// Move body
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(_scope displayCtrl 5) ctrlSetPosition [_bodyX - (_recoilScope/2) + _randomScopeShiftX, _bodyY - (_recoilScope/2), _bodyW + _recoilScope, _bodyH + _recoilScope];
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(_scope displayCtrl 6) ctrlSetPosition [_bodyX - (_recoilScope/2) + _randomScopeShiftX, _bodyY - (_recoilScope/2), _bodyW + _recoilScope, _bodyH + _recoilScope];
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_recoilDelay = 0.036;
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_fa = false;
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_cwm = currentWeaponMode player;
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if (_cwm == "FullAuto" || _cwm == "manual" || _cwm == "Burst") then {
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_recoilDelay = getNumber (_config >> _cwm >> "reloadTime")/2.2;
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_fa = true;
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};
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(_scope displayCtrl 1) ctrlCommit _recoilDelay;
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(_scope displayCtrl 2) ctrlCommit _recoilDelay;
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(_scope displayCtrl 5) ctrlCommit _recoilDelay;
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(_scope displayCtrl 6) ctrlCommit _recoilDelay;
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//////////////
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waituntil {sleep 0.01; ctrlCommitted (_scope displayCtrl 6)};
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//////////////
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//////
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// Bring them all back
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(_scope displayCtrl 1) ctrlSetPosition [_reticleX, _reticleY, _reticleW, _reticleH];
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(_scope displayCtrl 2) ctrlSetPosition [_reticleX, _reticleY, _reticleW, _reticleH];
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(_scope displayCtrl 5) ctrlSetPosition [_bodyX, _bodyY, _bodyW, _bodyH];
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(_scope displayCtrl 6) ctrlSetPosition [_bodyX, _bodyY, _bodyW, _bodyH];
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_recenterDelay = 0.09;
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if (_fa) then {
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_recenterDelay = getNumber (_config >> _cwm >> "reloadTime")/2.2;
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};
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(_scope displayCtrl 1) ctrlCommit _recenterDelay;
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(_scope displayCtrl 2) ctrlCommit _recenterDelay;
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(_scope displayCtrl 5) ctrlCommit _recenterDelay;
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(_scope displayCtrl 6) ctrlCommit _recenterDelay;
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};
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