ACE3/addons/laser_selfdesignate/functions/fnc_laserHudDesignateOn.sqf

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//#define DEBUG_MODE_FULL
#include "script_component.hpp"
TRACE_1("enter", _this);
FUNC(magnitude) = {
_this distance [0, 0, 0]
};
FUNC(mat_normalize3d) = {
private ["_mag"];
PARAMS_3(_vx,_vy,_vz);
_mag = _this call FUNC(magnitude);
if (_mag == 0) then {_mag = 1};
[(_vx/_mag), (_vy/_mag), (_vz/_mag)]
};
FUNC(laserHudDesignatePFH) = {
private["_args", "_laserTarget", "_shooter", "_vehicle", "_weapon", "_gunnerInfo", "_turret", "_pov", "_gunBeg", "_gunEnd", "_povPos", "_povDir", "_result", "_resultPositions", "_firstResult"];
_args = _this select 0;
_laserTarget = _args select 0;
_shooter = _args select 1;
_vehicle = vehicle _shooter;
_weapon = currentWeapon _vehicle;
TRACE_1("", _args);
if(!alive _shooter || isNull _vehicle || isNull _laserTarget || !GVAR(laserActive) ) exitWith {
[(_this select 1)] call cba_fnc_removePerFrameHandler;
};
// Retrieve the gunner and turret memory point information
_gunnerInfo = [_vehicle, _weapon] call CBA_fnc_getFirer;
_turret = [_vehicle, _gunnerInfo select 1] call CBA_fnc_getTurret;
_pov = getText (_turret >> "memoryPointGunnerOptics");
_gunBeg = getText (_turret >> "gunBeg");
_gunEnd = getText (_turret >> "gunEnd");
TRACE_3("", _pov, _gunBeg, _gunEnd);
// Pull the PIP pov or barrel direction, depending on how the model is set up
_povPos = ATLtoASL ( _vehicle modelToWorld (_vehicle selectionPosition _pov ) );
_povDir = [0,0,0];
if(_pov == "pip0_pos") then {
_pipDir = ATLtoASL ( _vehicle modelToWorld (_vehicle selectionPosition "pip0_dir" ) );
_povDir = [_povPos, _pipDir] call BIS_fnc_vectorDiff;
} else {
_gunBeginPos = ATLtoASL ( _vehicle modelToWorld (_vehicle selectionPosition _gunBeg ) );
_gunEndPos = ATLtoASL ( _vehicle modelToWorld (_vehicle selectionPosition _gunEnd ) );
_povDir = [_gunEndPos, _gunBeginPos] call BIS_fnc_vectorDiff;
};
TRACE_4("", _povDir, _povPos, _gunBeginPos, _gunEndPos);
_result = [_povPos, _povDir] call EFUNC(laser,shootCone);
if((count _result) > 0) then {
_resultPositions = _result select 2;
if((count _resultPositions) > 0) then {
_firstResult = _resultPositions select 0;
_pos = _firstResult select 0;
// If the laser has moved less than a half meter, then dont move it.
// Just regular use of lasers will commonly make them move this much,
// but not across multiple close frames.
// This loses accuracy a little, but saves position updates per frame.
//if( ((getPosASL _laserTarget) distance _pos) > 0.5) then {
_laserTarget setPosATL (ASLToATL _pos);
//};
#ifdef DEBUG_MODE_FULL
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,0,0,1], ASLToATL _pos, 0.75, 0.75, 0, "", 0.5, 0.025, "TahomaB"];
#endif
};
};
};
private "_laserTarget";
private "_handle";
if(isNil QGVAR(laser)) then {
_laserTarget = "LaserTargetW" createVehicle (getpos player);
GVAR(laserActive) = true;
_handle = [FUNC(laserHudDesignatePFH), 0, [_laserTarget, player]] call cba_fnc_addPerFrameHandler;
_laserTarget setVariable ["ACE_PFH_HANDLE", _handle, false];
GVAR(laser) = _laserTarget;
} else {
[] call FUNC(laserHudDesignateOff);
[] call FUNC(laserHudDesignateOn);
};