ACE3/addons/fcs/functions/fnc_keyDown.sqf

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/*
* Author: KoffeinFlummi
* Starts watching the target for sideways correction.
*
* Arguments:
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* 0: Vehicle <OBJECT>
* 1: Turret <ARRAY>
*
* Return Value:
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* None
*
* Public: No
*/
#include "script_component.hpp"
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params ["_vehicle", "_turret"];
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private _turretConfig = [configFile >> "CfgVehicles" >> typeOf _vehicle, _turret] call EFUNC(common,getTurretConfigPath);
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// Update display for infantry rangefinders
if (_vehicle == ACE_player) exitWith {[5,5500,25,true] call FUNC(getRange)};
private _distance = [
getNumber (_turretConfig >> QGVAR(DistanceInterval)),
getNumber (_turretConfig >> QGVAR(MaxDistance)),
getNumber (_turretConfig >> QGVAR(MinDistance))
] call FUNC(getRange);
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if !(!GVAR(enabled) && FUNC(canUseFCS)) exitWith {};
GVAR(Enabled) = true;
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GVAR(time) = CBA_missionTime;
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private _weaponDirection = _vehicle weaponDirection (_vehicle currentWeaponTurret _turret); // @todo doesn't work for sub turrets
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if (_turret isEqualTo ([_vehicle] call EFUNC(common,getTurretCommander))) then {
_weaponDirection = eyeDirection _vehicle;
};
if (_weaponDirection isEqualTo [0,0,0]) then { // dummy value for non main turrets
_weaponDirection = [1,0,0];
};
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GVAR(Position) = (getPosASL _vehicle) vectorAdd (_weaponDirection vectorMultiply _distance);
[_vehicle,_turret,_distance,0] call FUNC(calculateSolution);