ACE3/addons/mk6mortar/functions/fnc_handlePlayerVehicleChanged.sqf

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#include "script_component.hpp"
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/*
* Author: PabstMirror
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* Handles player getting into new vehicle. Loads PFEG for mortar display if it is a mortar.
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*
* Arguments:
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* 0: Player <OBJECT>
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* 1: New Vehicle <OBJECT>
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*
* Return Value:
* None
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*
* Example:
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* [bob, mortar] call ace_mk6mortar_fnc_handlePlayerVehicleChanged;
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*
* Public: No
*/
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params ["_player", "_newVehicle"];
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if (isNull _newVehicle) exitWith {};
if (!(_newVehicle isKindOf "Mortar_01_base_F")) exitWith {};
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private _tubeWeaponName = (weapons _newVehicle) select 0;
private _fireModes = getArray (configFile >> "CfgWeapons" >> _tubeWeaponName >> "modes");
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//Restore last firemode:
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private _lastFireMode = _newVehicle getVariable [QGVAR(lastFireMode), -1];
if (_lastFireMode != -1) then {
_player action ["SwitchWeapon", _newVehicle, _player, _lastFireMode];
};
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[{
params ["_args", "_pfID"];
_args params ["_mortarVeh", "_fireModes"];
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if ((vehicle ACE_player) != _mortarVeh) then {
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[_pfID] call CBA_fnc_removePerFrameHandler;
} else {
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private _useMils = _mortarVeh getVariable [QGVAR(useMils), true];
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//Compute: 'charge' from weaponstate
private _currentFireMode = (weaponState [_mortarVeh, [0]]) select 2;
private _currentChargeMode = _fireModes find _currentFireMode;
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//Save firemode on vehicle:
_mortarVeh setVariable [QGVAR(lastFireMode), _currentChargeMode];
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if (shownArtilleryComputer && {!GVAR(allowComputerRangefinder)}) then {
//Don't like this solution, but it works
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closeDialog 0;
[parseText "Computer Disabled"] call EFUNC(common,displayTextStructured);
};
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private _display = uiNamespace getVariable ["ACE_Mk6_RscWeaponRangeArtillery", displayNull];
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if (isNull _display) exitWith {}; //It may be null for the first frame
private _chargeText = format ["<t size='0.8'>%1: %2 <img image='%3'/></t>", (localize LSTRING(rangetable_charge)), _currentChargeMode, QPATHTOF(UI\ui_charges.paa)];
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//Hud should hidden in 3rd person
private _notGunnerView = cameraView != "GUNNER";
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//Calc real azimuth/elevation
//(looking at the sky VS looking at ground will radicaly change fire direction because BIS)
private _realAzimuth = -1;
private _realElevation = -1;
private _useRealWeaponDir = (ctrlText (_display displayCtrl 173)) == "--";
if (_useRealWeaponDir && {(_mortarVeh ammo (currentWeapon _mortarVeh)) == 0}) then {
// With no ammo, distance display will be empty, but gun will still fire at wonky angle if aimed at ground
private _testSeekerPosASL = AGLtoASL (positionCameraToWorld [0,0,0]);
private _testSeekerDir = _testSeekerPosASL vectorFromTo (AGLtoASL (positionCameraToWorld [0,0,1]));
private _testPoint = _testSeekerPosASL vectorAdd (_testSeekerDir vectorMultiply viewDistance);
if ((terrainIntersectASL [_testSeekerPosASL, _testPoint]) || {lineIntersects [_testSeekerPosASL, _testPoint]}) then {
_useRealWeaponDir = false; // If we are not looking at infinity (based on viewDistance)
};
};
if (_useRealWeaponDir) then {
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//No range (looking at sky), it will follow weaponDir:
private _weaponDir = _mortarVeh weaponDirection (currentWeapon _mortarVeh);
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_realAzimuth = (_weaponDir select 0) atan2 (_weaponDir select 1);
_realElevation = asin (_weaponDir select 2);
} else {
//Valid range, will fire at camera dir
private _lookVector = ((positionCameraToWorld [0,0,0]) call EFUNC(common,positionToASL)) vectorFromTo ((positionCameraToWorld [0,0,10]) call EFUNC(common,positionToASL));
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_realAzimuth = ((_lookVector select 0) atan2 (_lookVector select 1));
private _upVectorDir = (((vectorUp _mortarVeh) select 0) atan2 ((vectorUp _mortarVeh) select 1));
private _elevationDiff = (cos (_realAzimuth - _upVectorDir)) * acos ((vectorUp _mortarVeh) select 2);
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_realElevation = ((180 / PI) * (_mortarVeh animationPhase "mainGun")) + 75 - _elevationDiff;
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};
//Update Heading Display:
if (_notGunnerView || (!GVAR(allowCompass))) then {
(_display displayCtrl 80156) ctrlSetText "";
} else {
if (_useMils) then {
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(_display displayCtrl 80156) ctrlSetText str (((round (_realAzimuth * 6400 / 360)) + 6400) % 6400);
} else {
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(_display displayCtrl 80156) ctrlSetText str ((round (_realAzimuth + 360)) % 360);
};
};
//Update CurrentElevation Display and "charge" text
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if (_notGunnerView) then {
(_display displayCtrl 80085) ctrlSetStructuredText parseText "";
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(_display displayCtrl 80175) ctrlSetText "";
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} else {
(_display displayCtrl 80085) ctrlSetStructuredText parseText _chargeText;
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if (_useMils) then {
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(_display displayCtrl 80175) ctrlSetText str ((round (_realElevation * 6400 / 360)) % 6400);
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} else {
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(_display displayCtrl 80175) ctrlSetText str (((round (_realElevation * 100)) / 100) % 360);
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};
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};
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//Update ElevationNeeded Display:
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if (_notGunnerView || (!GVAR(allowComputerRangefinder))) then {
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(_display displayCtrl 80176) ctrlSetText "";
} else {
private _elevDeg = parseNumber ctrlText (_display displayCtrl 176);
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if (_elevDeg <= 0) then { //Bad data means "----" out of range
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(_display displayCtrl 80176) ctrlSetText (ctrlText (_display displayCtrl 176));
} else {
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_elevDeg = _elevDeg + (_realElevation - (parseNumber ctrlText (_display displayCtrl 175)));
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if (_useMils) then {
(_display displayCtrl 80176) ctrlSetText str round ((round (_elevDeg * 6400 / 360)) % 6400);
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} else {
(_display displayCtrl 80176) ctrlSetText str (((round (_elevDeg * 100)) / 100) % 360);
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};
};
};
};
}, 0, [_newVehicle, _fireModes]] call CBA_fnc_addPerFrameHandler;