Merge branch 'master' of github.com:KoffeinFlummi/ACE3

Conflicts:
	addons/weather/XEH_postInit.sqf
This commit is contained in:
Nicolás Badano 2015-01-22 02:48:48 -03:00
commit 0c3c0b0e33
20 changed files with 382 additions and 29 deletions

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z\ace\Addons\laser_selfdesignate

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class Extended_PreInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_pre_init));
};
};
class Extended_PostInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_post_init));
};
};
class Extended_GetIn_EventHandlers {
class B_Heli_Attack_01_F {
class ADDON {
getIn = QUOTE(call FUNC(onGetin));
};
}
};
class Extended_GetOut_EventHandlers {
class B_Heli_Attack_01_F {
class ADDON {
getOut = QUOTE(call FUNC(onGetout));
};
};
};

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class RscPicture;
class RscText;
class RscControlsGroupNoScrollbars;
/* This disables air radar. We need to make this a seperate HUD addon
class RscInGameUI
{
class RscUnitInfo
{
class CA_Radar: RscControlsGroupNoScrollbars
{
class controls
{
class CA_RadarBackground: RscPicture {
colorText[] = {0,0,0,0};
text = "";
};
class CA_RadarIcon: RscPicture {
colorText[] = {0,0,0,0};
};
class CA_Heading: RscText {
colorText[] = {0,0,0,0};
};
};
};
};
};
class CfgInGameUI
{
};
*/

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class CfgVehicles {
class AllVehicles;
class Air: AllVehicles {
class Turrets;
};
class Helicopter: Air
{
class Turrets: Turrets {
class MainTurret;
};
// TODO: move these to a different HUD addon
// commanderCanSee = 2+32;
// gunnerCanSee = 2+32;
// driverCanSee = 2+32;
};
class Helicopter_Base_F: Helicopter {
class Turrets: Turrets {
class MainTurret: MainTurret {};
};
};
class Heli_Attack_01_base_F: Helicopter_Base_F {
class Turrets: Turrets {
class MainTurret: MainTurret {};
};
};
class B_Heli_Attack_01_F: Heli_Attack_01_base_F {
class Turrets: Turrets {
class MainTurret: MainTurret {
stabilizedInAxes = 4; // This stablizes the turret a bit more for laser designation
};
};
};
};

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class CfgWeapons {
class LauncherCore;
class RocketPods: LauncherCore {
canLock = 1; // Disable locking unless newb mode
};
class missiles_DAGR: RocketPods {
canLock = 1; // Disable locking unless newb mode
};
};

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#include "script_component.hpp"
NO_DEDICATED;

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#include "script_component.hpp"
PREP(onGetIn);
PREP(onGetOut);
PREP(laserHudDesignateOn);
PREP(laserHudDesignateOff);
GVAR(laser) = nil;
GVAR(laserActive) = false;
FUNC(getPosASL) = {visiblePositionASL (_this select 0)};

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#include "script_component.hpp"
class CfgPatches {
class ADDON {
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = { "ace_main", "ace_laser" };
version = VERSION;
};
};
#include "CfgUI.hpp"
#include "CfgEventhandlers.hpp"
#include "CfgWeapons.hpp"
#include "CfgVehicles.hpp"

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#include "script_component.hpp"
if(isNil QGVAR(laser)) exitWith {
false
};
if(!local GVAR(laser)) then {
false
};
_handle = GVAR(laser) getVariable ["ACE_PFH_HANDLE", nil];
if(!isNil "_handle") then {
[_handle] call cba_fnc_removePerFrameHandler;
};
REM(ACE_LASERS, GVAR(laser));
deleteVehicle GVAR(laser);
GVAR(laser) = nil;
GVAR(laserActive) = false;
true

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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) = {
_args = _this select 0;
_laserTarget = _args select 0;
_shooter = _args select 1;
_vehicle = vehicle _shooter;
_weapon = currentWeapon _vehicle;
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
};
};
};
if(isNil QGVAR(laser)) then {
_laserTarget = "LaserTarget" 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);
};

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#define DEBUG_MODE_FULL
#include "script_component.hpp"
// TODO: we should do this differently eventually
private["_onActionId", "_offActionId"];
TRACE_1("ENTER", _this);
// TODO: THIS SHOULD NOT BE ACTIONS EVENTUALLY
_onActionId = player addAction ["Laser Designator On", { _this call FUNC(laserHudDesignateOn) }, [], 1, false, false, "", QUOTE( (gunner (vehicle player)) == player && !GVAR(laserActive))];
player setVariable[QGVAR(onActionId), _onActionId, false];
_offActionId = player addAction ["Laser Designator Off", { _this call FUNC(laserHudDesignateOff) }, [], 1, false, false, "", QUOTE( (gunner (vehicle player)) == player && GVAR(laserActive))];
player setVariable[QGVAR(offActionId), _offActionId, false];

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#include "script_component.hpp"
_onActionId = player getVariable[QGVAR(onActionId), -1];
_offActionId = player getVariable[QGVAR(offActionId), -1];
player removeAction _onActionId;
player removeAction _offActionId;
player setVariable[QGVAR(onActionId), -1, false];
player setVariable[QGVAR(offActionId), -1, false];

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#include "\z\ace\Addons\laser_selfdesignate\script_component.hpp"

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#define COMPONENT laser_selfdesignate
#include "\z\ace\Addons\main\script_mod.hpp"
#ifdef DEBUG_ENABLED_LASER_SELFDESIGNATE
#define DEBUG_MODE_FULL
#endif
#ifdef DEBUG_SETTINGS_LASER_SELFDESIGNATE
#define DEBUG_SETTINGS DEBUG_SETTINGS_LASER_SELFDESIGNATE
#endif
#include "\z\ace\Addons\main\script_macros.hpp"

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@ -5,7 +5,14 @@ TRACE_1("enter", _this);
PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
if(!local _shooter) exitWith { false };
if(_weapon == "missiles_DAGR") then {
//_this call FUNC(guidance_DAGR);
_this call FUNC(guidance_HellfireII);
};
switch _weapon do {
case "missiles_DAGR": {
_this call FUNC(guidance_DAGR);
};
case "GBU12BombLauncher": {
_this call FUNC(guidance_LGB);
};
};
//_this call FUNC(guidance_HellfireII);

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@ -1,4 +1,4 @@
#define DEBUG_MODE_FULL
//#define DEBUG_MODE_FULL
#include "script_component.hpp"
FUNC(guidance_Hellfire_LOAL_HI_PFH) = {
@ -21,7 +21,7 @@ FUNC(guidance_Hellfire_LOAL_HI_PFH) = {
_shooter setVariable [QGVAR(launchTime), diag_tickTime, false];
};
_targets = [_missile, ACE_DEFAULT_LASER_CODE, 70, _curVelocity] call ace__laser_fnc_findLaserDesignator;
_targets = [_missile, ACE_DEFAULT_LASER_CODE, 70, _curVelocity] call ace_laser_fnc_findLaserDesignator;
_addHeight = [0,0,0];
if((_targets select 0)) then {
_target = _targets select 1;

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@ -1,4 +1,7 @@
#include "script_component.hpp"
PREP(fired);
PREP(onGetLockedTarget);
PREP(onGetLockedTarget);
PREP(translateToWeaponSpace);
PREP(translateToModelSpace);

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@ -6,19 +6,44 @@ PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
FUNC(guidance_Javelin_LOBL_HI_PFH) = {
TRACE_1("enter", _this);
private["_pitch", "_yaw", "_wentTerminal", "_target", "_targetPos", "_curVelocity", "_missile" ];
_args = _this select 0;
//PARAMS_7(_shooter,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
_shooter = _args select 0;
_missile = _args select 6;
if((count _this) > 2) then {
_wentTerminal = _this select 2;
} else {
_this set[2, false];
_wentTerminal = false;
};
if((count _this) > 3) then {
_targets = _this select 3;
_target = _targets select 0;
_targetPos = _targets select 1;
} else {
_this set[3, [GVAR(currentTarget),GVAR(currentTargetPos)] ];
_target = GVAR(currentTarget);
_targetPos = GVAR(currentTargetPos);
};
_curVelocity = velocity _missile;
if(!alive _missile || isNull _missile || isNull _shooter) exitWith {
if(!alive _missile || isNull _missile) exitWith {
[(_this select 1)] call cba_fnc_removePerFrameHandler;
};
TRACE_2("Setting launch parameters", GVAR(currentTarget), GVAR(currentTargetPos));
_target = GVAR(currentTarget);
_launchPos = _shooter getVariable [QGVAR(launchPos), nil];
if(isNil "_launchPos") then {
TRACE_1("Setting launch parameters", "");
_launchPos = getPosASL _shooter;
_shooter setVariable [QGVAR(launchPos), _launchPos, false];
_shooter setVariable [QGVAR(launchTime), diag_tickTime, false];
};
_addHeight = [0,0,0];
if(!isNil "_target") then {
@ -28,37 +53,28 @@ FUNC(guidance_Javelin_LOBL_HI_PFH) = {
_missilePos = getPosASL _missile;
// player sideChat "G!";
_targetPos = GVAR(currentTargetPos);
TRACE_4("Phase Check", _launchPos, _missilePos, _targetPos, (_missilePos distance _targetPos));
if((count _targetPos) > 0) then {
_distanceToTarget = _missilePos vectorDistance _targetPos;
_distanceToTarget = [(_missilePos select 0), (_missilePos select 1), (_targetPos select 2)] vectorDistance _targetPos;
_defPitch = 0.05;
_defPitch = 0.25;
if((_launchPos distance _missilePos) < 400 && (_targetPos distance _missilePos) > 400) then {
_addHeight = [0,0,(_targetPos select 2) + ((_launchPos distance _targetPos)*2)];
if( (_missilePos select 2) < (_targetPos select 2) + 160 && !_wentTerminal) then {
_addHeight = [0,0,(_targetPos select 2) + ( (_distanceToTarget * 2) + 160)];
TRACE_1("Climb phase", _addHeight);
//_defPitch = 0.1;
} else {
// Covered half the distance, go terminal
if((_missilePos distance _targetPos) < (_launchPos distance _targetPos) / 2) then {
TRACE_1("TERMINAL", "");
} else {
if((_missilePos select 2) > (_targetPos select 2)) then {
_heightDiff = (_missilePos select 2) - (_targetPos select 2);
TRACE_1("Coasting", _heightDiff);
_addHeight = [0,0, _heightDiff];
};
};
_wentTerminal = true;
_this set[2, _wentTerminal];
TRACE_1("TERMINAL", "");
};
_targetPos = _targetPos vectorAdd _addHeight;
_defYaw = 0.0035;
_targetVectorSeeker = [_missile, [_xVec, _yVec, _zVec], _targetPos] call FUNC(translateToWeaponSpace);
_yaw = 0.0;
TRACE_5("", _missile, _xVec, _yVec, _zVec, _targetPos);
if((_targetVectorSeeker select 0) < 0) then {
_yaw = -_defYaw;
} else {
@ -75,6 +91,9 @@ FUNC(guidance_Javelin_LOBL_HI_PFH) = {
_pitch = _defPitch;
};
};
TRACE_3("", _targetVectorSeeker, _pitch, _yaw);
#ifdef DEBUG_MODE_FULL
drawLine3D [(ASLtoATL _targetPos) vectorAdd _addHeight, ASLtoATL _targetPos, [0,1,0,1]];
@ -95,9 +114,11 @@ FUNC(guidance_Javelin_LOBL_HI_PFH) = {
#endif
if(accTime > 0) then {
TRACE_5("", _xVec, _yVec, _zVec, _yaw, _pitch);
_outVector = [_missile, [_xVec, _yVec, _zVec], [_yaw, 1/accTime, _pitch]] call FUNC(translateToModelSpace);
_vectorTo = _missilePos vectorFromTo _outVector;
TRACE_3("", _missile, _outVector, _vectorTo);
_missile setVectorDirAndUp [_vectorTo, vectorUp _missile];
};
@ -116,7 +137,7 @@ FUNC(guidance_Javelin_LOBL_HI) = {
};
if(!local _shooter) exitWith { false };
if(_weapon == "launch_B_Titan_short_F") then {
if(_ammo == "M_Titan_AT") then {
_fireMode = _shooter getVariable ["ACE_FIRE_SELECTION", ACE_DEFAULT_FIRE_SELECTION];
switch (_fireMode select 0) do {

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_object = _this select 0;
_origin = getPosASL _object;
_matrix = _this select 1;
_xVec = _matrix select 0;
_yVec = _matrix select 1;
_zVec = _matrix select 2;
_offset = _this select 2;
_x = _offset select 0;
_y = _offset select 1;
_z = _offset select 2;
_out = (((_xVec vectorMultiply _x) vectorAdd (_yVec vectorMultiply _y)) vectorAdd (_zVec vectorMultiply _z)) vectorAdd _origin;
_out;

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@ -0,0 +1,23 @@
_object = _this select 0;
_origin = getPosASL _object;
_matrix = _this select 1;
_xVec = _matrix select 0;
_yVec = _matrix select 1;
_zVec = _matrix select 2;
_offset = _this select 2;
_offset = _offset vectorDiff _origin;
_x = _offset select 0;
_y = _offset select 1;
_z = _offset select 2;
_out = [
((_xVec select 0)*_x) + ((_xVec select 1)*_y) + ((_xVec select 2)*_z),
((_yVec select 0)*_x) + ((_yVec select 1)*_y) + ((_yVec select 2)*_z),
((_zVec select 0)*_x) + ((_zVec select 1)*_y) + ((_zVec select 2)*_z)
];
_out;