ACE3/addons/resting/functions/fnc_restWeapon.sqf

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/*
* Author: KoffeinFlummi, edited by commy2
*
* Rests the player's weapon if possible.
*
* Arguments:
* None
*
* Return Values:
* None
*
*/
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#include "script_component.hpp"
#define RESTEDRECOIL 0.6
#define BIPODRECOIL 0.3
#define MAXDISTANCE 1
#define MAXANGLE 15
#define MAXHEIGHT 0.45
#define CAMSHAKE [1,0.5,5]
private ["_unit", "_vehicle", "_weapon"];
_unit = _this select 0;
_vehicle = _this select 1;
_weapon = _this select 2;
if (_weapon != primaryWeapon _unit) exitWith {};
// UNREST THE WEAPON
private "_fnc_unRestWeapon";
_fnc_unRestWeapon = {
addCamShake CAMSHAKE;
private "_animation";
_animation = animationState _unit;
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if (_unit getVariable ["ACE_bipodDeployed", false]) then {
_unit setUnitRecoilCoefficient (unitRecoilCoefficient _unit / BIPODRECOIL);
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if (_animation find "_ace_deploy" != -1) then {
//[_unit, [_animation, "_ace_deploy", ""] call CBA_fnc_replace, 2] call EFUNC(common,doAnimation);
_unit switchMove ([_animation, "_ace_deploy", ""] call CBA_fnc_replace);
};
private "_picture";
_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
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[localize "STR_ACE_Resting_BipodUndeployed", _picture] call EFUNC(common,displayTextPicture);
} else {
_unit setUnitRecoilCoefficient (unitRecoilCoefficient _unit / RESTEDRECOIL);
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if (_animation find "_ace_rested" != -1) then {
//[_unit, [_animation, "_ace_rested", ""] call CBA_fnc_replace, 2] call EFUNC(common,doAnimation);
_unit switchMove ([_animation, "_ace_rested", ""] call CBA_fnc_replace);
};
private "_picture";
_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
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[localize "STR_ACE_Resting_WeaponLifted", _picture] call EFUNC(common,displayTextPicture);
};
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_unit setVariable ["ACE_weaponRested", false];
_unit setVariable ["ACE_bipodDeployed", false];
};
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if (_unit getVariable ["ACE_weaponRested", false]) exitWith {call _fnc_unRestWeapon};
// exit if this is not an available animation
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if (!isClass (configFile >> "CfgMovesMaleSdr" >> "States" >> format ["%1_ace_deploy", animationState _unit])) exitWith {};
// PREPARE INTERSECTS
private "_fnc_getIntersection";
_fnc_getIntersection = {
private ["_weaponPos", "_weaponDir", "_weaponPosDown"];
_weaponPos = ATLtoASL (_unit modelToWorld (_unit selectionPosition "RightHand"));
_weaponDir = _unit weaponDirection _weapon;
_weaponPosDown = _weaponPos vectorAdd [0,0,-MAXHEIGHT];
private ["_checkPosMiddle", "_checkPosLeft", "_checkPosRight", "_checkPosDown"];
_checkPosMiddle = [
(_weaponPos select 0) + MAXDISTANCE * (_weaponDir select 0),
(_weaponPos select 1) + MAXDISTANCE * (_weaponDir select 1),
(_weaponPos select 2) + MAXDISTANCE * (_weaponDir select 2)
];
_checkPosLeft = [
(_weaponPos select 0) + MAXDISTANCE * sin (((_weaponDir select 0) atan2 (_weaponDir select 1)) + 360 - MAXANGLE),
(_weaponPos select 1) + MAXDISTANCE * cos (((_weaponDir select 0) atan2 (_weaponDir select 1)) + 360 - MAXANGLE),
(_weaponPos select 2) + MAXDISTANCE * (_weaponDir select 2)
];
_checkPosRight = [
(_weaponPos select 0) + MAXDISTANCE * sin (((_weaponDir select 0) atan2 (_weaponDir select 1)) + MAXANGLE),
(_weaponPos select 1) + MAXDISTANCE * cos (((_weaponDir select 0) atan2 (_weaponDir select 1)) + MAXANGLE),
(_weaponPos select 2) + MAXDISTANCE * (_weaponDir select 2)
];
_checkPosDown = [
(_weaponPos select 0) + MAXDISTANCE * (_weaponDir select 0),
(_weaponPos select 1) + MAXDISTANCE * (_weaponDir select 1),
(_weaponPos select 2) + MAXDISTANCE * (_weaponDir select 2) - MAXHEIGHT
];
/* UNCOMMENT THIS FOR DEBUGGING
weaponPos = ASLtoATL _weaponPos;
weaponPosDown = ASLtoATL _weaponPosDown;
checkPosMiddle = ASLtoATL _checkPosMiddle;
checkPosLeft = ASLtoATL _checkPosLeft;
checkPosRight = ASLtoATL _checkPosRight;
checkPosDown = ASLtoATL _checkPosDown;
onEachFrame {
drawLine3D [weaponPos, checkPosMiddle, [1,0,0,1]];
drawLine3D [weaponPos, checkPosLeft, [1,0,0,1]];
drawLine3D [weaponPos, checkPosRight, [1,0,0,1]];
drawLine3D [weaponPosDown, checkPosDown, [1,0,0,1]];
};*/
private ["_intersectsMiddle", "_intersectsLeft", "_intersectsRight", "_intersectsDown"];
_intersectsMiddle = lineIntersects [_weaponPos, _checkPosMiddle];
_intersectsLeft = lineIntersects [_weaponPos, _checkPosLeft];
_intersectsRight = lineIntersects [_weaponPos, _checkPosRight];
_intersectsDown = lineIntersects [_weaponPos, _checkPosDown] || {terrainIntersectASL [_weaponPosDown, _checkPosDown]};
[_intersectsMiddle, _intersectsLeft, _intersectsRight, _intersectsDown]
};
// CHECK FOR APPROPRIATE SURFACE
private "_intersects";
_intersects = call _fnc_getIntersection;
if (true in _intersects) then {
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_unit setVariable ["ACE_weaponRested", true];
private "_restedPosition";
_restedPosition = getPosASL _unit;
// REST THE WEAPON
addCamShake CAMSHAKE;
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if ([_weapon] call FUNC(hasBipod) && {_intersects select 3}) then {
_unit setVariable ["ACE_bipodDeployed", true];
_unit setUnitRecoilCoefficient (BIPODRECOIL * unitRecoilCoefficient _unit);
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//[_unit, format ["%1_ace_deploy", animationState _unit], 2] call EFUNC(common,doAnimation);
_unit switchMove format ["%1_ace_deploy", animationState _unit];
private "_picture";
_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
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[localize "STR_ACE_Resting_BipodDeployed", _picture] call EFUNC(common,displayTextPicture);
} else {
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_unit setVariable ["ACE_bipodDeployed", false];
_unit setUnitRecoilCoefficient (RESTEDRECOIL * unitRecoilCoefficient _unit);
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//[_unit, format ["%1_ace_rested", animationState _unit], 2] call EFUNC(common,doAnimation);
_unit switchMove format ["%1_ace_rested", animationState _unit];
private "_picture";
_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
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[localize "STR_ACE_Resting_WeaponRested", _picture] call EFUNC(common,displayTextPicture);
};
// CHECK FOR PLAYER MOVING AWAY, CHANGING WEAPONS ETC
[_unit, _vehicle, _weapon, _fnc_unRestWeapon, _fnc_getIntersection, _restedPosition] spawn {
_unit = _this select 0;
_vehicle = _this select 1;
_weapon = _this select 2;
_fnc_unRestWeapon = _this select 3;
_fnc_getIntersection = _this select 4;
_restedPosition = _this select 5;
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while {_unit getVariable ["ACE_weaponRested", false]} do {
_intersects = call _fnc_getIntersection;
if (
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_unit != ACE_player
|| {_vehicle != vehicle _unit}
|| {inputAction "reloadMagazine" != 0}
|| {weaponLowered _unit}
|| {speed _unit > 1}
|| {currentWeapon _unit != _weapon}
|| {getPosASL _unit distanceSqr _restedPosition > 1}
|| {!(true in _intersects)}
) exitWith {call _fnc_unRestWeapon};
sleep 0.3;
};
};
};