ACE3/addons/hunterkiller/functions/fnc_keydown.sqf

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#include "script_component.hpp"
/*
* Author: PabstMirror
* Slew keybind pressed
*
* Arguments:
* 0: Override if true, Observe if false <BOOL>
*
* Return Value:
* None
*
* Example:
* [true] call ace_hunterkiller_fnc_keydown
*
* Public: No
*/
2022-09-22 18:13:47 +00:00
if (
(GVAR(mode) == MODE_NO_ACTIONS)
|| {!([ACE_player, vehicle ACE_player, []] call EFUNC(common,canInteractWith))}
|| {isTurnedOut ACE_player}
) exitWith {
false
};
params ["_modeOverride"];
TRACE_1("keydown",_modeOverride);
if ((_modeOverride) && {!(GVAR(mode) in [MODE_OVERRIDE, MODE_OBSERVE_AND_OVERRIDE])}) exitWith { false };
if ((!_modeOverride) && {!(GVAR(mode) in [MODE_OBSERVE, MODE_OBSERVE_AND_OVERRIDE])}) exitWith { false };
private _vehicle = vehicle ACE_player;
private _playerTurret = _vehicle unitTurret ACE_player;
private _sourceTurret = [GVAR(targetTurret), _playerTurret] select _modeOverride;
private _puppetTurret = [_playerTurret, GVAR(targetTurret)] select _modeOverride;
TRACE_3("",_modeOverride,_sourceTurret,_puppetTurret);
private _eyePos = eyePos _vehicle;
private _lookDir = if ((getNumber (([_vehicle, _sourceTurret] call CBA_fnc_getTurret) >> "primaryObserver")) == 1) then {
TRACE_1("using commander",_sourceTurret);
// CBA_fnc_turretDir fails on "CUP_B_M1A2SEP_TUSK_II_NATO", but eyeDirection should be correct on commander turrets
eyeDirection _vehicle
} else {
([1] + ([_vehicle, _sourceTurret] call CBA_fnc_turretDir)) call CBA_fnc_polar2vect
};
private _lookPoint = _eyePos vectorAdd (_lookDir vectorMultiply 5000);
TRACE_1("sending event",_lookDir);
[QGVAR(slew), [_vehicle, _puppetTurret, _lookPoint, _modeOverride], _vehicle, _puppetTurret] call CBA_fnc_turretEvent;
playSound "ACE_Sound_Click";
true // return (key used)