Improved camera mode transition

This commit is contained in:
SilentSpike 2015-07-19 16:35:30 +01:00
parent d8cd1eeb1a
commit 0de56740c0

View File

@ -22,19 +22,18 @@
params [["_newMode",GVAR(camMode)],["_newUnit",GVAR(camUnit)]];
// Reset gun cam if mode is changing
if (_newMode != GVAR(camMode)) then {
GVAR(gunCam) = false;
GVAR(camMode) = _newMode;
};
// When no units available to spectate, exit to freecam
if (GVAR(unitList) isEqualTo []) then {
GVAR(camMode) = 0;
GVAR(camUnit) = objNull;
_newMode = 0;
_newUnit = objNull;
};
if (GVAR(camMode) == 0) then { // Free
// Reset gun cam if not internal
if (_newMode != 1) then {
GVAR(gunCam) = false;
};
if (_newMode == 0) then { // Free
// Preserve camUnit value for consistency when manually changing view
GVAR(camera) cameraEffect ["internal", "back"];
@ -50,7 +49,7 @@ if (GVAR(camMode) == 0) then { // Free
_newUnit = GVAR(unitList) select floor(random(count GVAR(unitList)));
};
if (GVAR(camMode) == 1) then { // Internal
if (_newMode == 1) then { // Internal
// Handle gun cam
if (GVAR(gunCam)) then {
_newUnit switchCamera "gunner";
@ -68,3 +67,5 @@ if (GVAR(camMode) == 0) then { // Free
GVAR(camHandler) = nil;
cameraEffectEnableHUD true;
};
GVAR(camMode) = _newMode;