Merge branch 'master' into deterministicOverheatingX

This commit is contained in:
esteldunedain 2016-01-19 15:57:38 -03:00
commit 3792acd7f7
61 changed files with 624 additions and 337 deletions

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@ -18,7 +18,7 @@
params ["_msg", ["_level", 2, [0]]];
private _defaultLoglevel = [GVAR(LOGLEVEL), DEFAULT_LOGGING_LEVEL] select isNil QGVAR(LOGLEVEL);
private _defaultLoglevel = missionNamespace getVariable [QGVAR(LOGLEVEL), DEFAULT_LOGGING_LEVEL];
if (_defaultLoglevel < 0) exitWith {false};

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@ -10,17 +10,8 @@ class CfgVehicles {
showDisabled = 1;
priority = 4;
icon = PATHTOF(UI\Explosives_Menu_ca.paa);
insertChildren = QUOTE([_player] call FUNC(addTransmitterActions););
//Sub-menu items
class ACE_Detonate {
displayName = CSTRING(Detonate);
condition = QUOTE([_player] call FUNC(canDetonate));
statement = "";
insertChildren = QUOTE([_player] call FUNC(addTransmitterActions););
exceptions[] = {"isNotSwimming", "isNotInside", "isNotSitting"};
showDisabled = 1;
icon = PATHTOF(UI\Explosives_Menu_ca.paa);
priority = 2;
};
class ACE_Place {
displayName = CSTRING(Place);
condition = QUOTE((vehicle _player == _player) and {[_player] call FUNC(hasExplosives)});

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@ -28,6 +28,7 @@ PREP(canDefuse);
PREP(canDetonate);
PREP(defuseExplosive);
PREP(detonateExplosive);
PREP(detonateExplosiveAll);
PREP(dialPhone);
PREP(dialingPhone);
@ -52,6 +53,7 @@ PREP(openTimerSetUI);
PREP(placeExplosive);
PREP(removeFromSpeedDial);
PREP(scriptedExplosive);
PREP(selectTrigger);
PREP(setupExplosive);
PREP(setPosition);

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@ -19,18 +19,21 @@
params ["_unit", "_detonator"];
TRACE_2("params",_unit,_detonator);
private ["_result", "_item", "_children", "_range", "_required"];
private ["_result", "_item", "_children", "_range", "_required","_explosivesList"];
_range = getNumber (ConfigFile >> "CfgWeapons" >> _detonator >> "ACE_Range");
_result = [_unit] call FUNC(getPlacedExplosives);
_children = [];
_explosivesList = [];
{
if (!isNull(_x select 0)) then {
_required = getArray (ConfigFile >> "ACE_Triggers" >> (_x select 4) >> "requires");
if (_detonator in _required) then {
_item = ConfigFile >> "CfgMagazines" >> (_x select 3);
_explosivesList pushBack _x;
_children pushBack
[
[
@ -40,13 +43,30 @@ _children = [];
{(_this select 2) call FUNC(detonateExplosive);},
{true},
{},
[ACE_player,_range,_x]
[_unit,_range,_x]
] call EFUNC(interact_menu,createAction),
[],
ACE_Player
_unit
];
};
};
} forEach _result;
// Add action to detonate all explosives tied to the detonator
if (count _explosivesList > 0) then {
_children pushBack [
[
"Explosive_All",
localize LSTRING(DetonateAll),
getText(ConfigFile >> "CfgWeapons" >> _detonator >> "picture"),
{(_this select 2) call FUNC(detonateExplosiveAll);},
{true},
{},
[_unit,_range,_explosivesList]
] call EFUNC(interact_menu,createAction),
[],
_unit
];
};
_children

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@ -33,10 +33,10 @@ _children = [];
{},
{true},
{(_this select 2) call FUNC(addDetonateActions);},
[ACE_player,_x]
[_unit,_x]
] call EFUNC(interact_menu,createAction),
[],
ACE_Player
_unit
];
} forEach _detonators;

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@ -0,0 +1,27 @@
/*
* Author: VKing
* Causes the unit to detonate all passed explosives.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Range (-1 to ignore) <NUMBER>
* 2: Explosives to detonate <ARRAY>
* 0: Explosive <OBJECT>
* 1: Fuse time <NUMBER>
*
* Return Value:
* None
*
* Example:
* [player, -1, [[c4,0.5]]] call ACE_Explosives_fnc_detonateExplosiveAll;
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_range", "_explosivesList"];
TRACE_3("Params",_unit,_range,_explosivesList);
{
[_unit,_range,_x] call FUNC(detonateExplosive);
} forEach _explosivesList;

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@ -0,0 +1,27 @@
/*
* Author: VKing
* Detonate explosives via script, for use in triggers or mission scripts to
* detonate editor-placed explosives.
*
* Arguments:
* 0: Explosives objects to detonate <ARRAY>
* 1: Fuze delay (for each explosive; use negative number for random time up to value) <NUMBER> <OPTIONAL>
*
* Return Value:
* None
*
* Example:
* [[charge1, charge2, charge3], -1] call ACE_Explosives_fnc_scriptedExplosive;
* [[claymore1, claymore2]] call ACE_Explosives_fnc_scriptedExplosive;
*
* Public: Yes
*/
#include "script_component.hpp"
params ["_explosiveArr",["_fuzeTime",0]];
private _detTime;
{
_detTime = if (_fuzeTime < 0) then {random abs _fuzeTime} else {_fuzeTime};
[objNull, -1, [_x, _detTime]] call FUNC(detonateExplosive);
} forEach _explosiveArr;

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@ -14,28 +14,34 @@
<Russian>Взрывчатка</Russian>
</Key>
<Key ID="STR_ACE_Explosives_Place">
<English>Place &gt;&gt;</English>
<German>Platzieren &gt;&gt;</German>
<Spanish>Colocar &gt;&gt;</Spanish>
<Polish>Umieść &gt;&gt;</Polish>
<French>Placer &gt;&gt;</French>
<Czech>Položit &gt;&gt;</Czech>
<Italian>Piazza &gt;&gt;</Italian>
<Hungarian>Elhelyezés &gt;&gt;</Hungarian>
<Portuguese>Colocar &gt;&gt;</Portuguese>
<Russian>Установить &gt;&gt;</Russian>
<English>Place</English>
<German>Platzieren</German>
<Spanish>Colocar</Spanish>
<Polish>Umieść</Polish>
<French>Placer</French>
<Czech>Položit</Czech>
<Italian>Piazza</Italian>
<Hungarian>Elhelyezés</Hungarian>
<Portuguese>Colocar</Portuguese>
<Russian>Установить</Russian>
</Key>
<Key ID="STR_ACE_Explosives_Detonate">
<English>Detonate &gt;&gt;</English>
<German>Zünden &gt;&gt;</German>
<Spanish>Detonar &gt;&gt;</Spanish>
<Polish>Detonuj &gt;&gt;</Polish>
<French>Mise à feu &gt;&gt;</French>
<Czech>Odpálit &gt;&gt;</Czech>
<Italian>Detona &gt;&gt;</Italian>
<Hungarian>Robbantás &gt;&gt;</Hungarian>
<Portuguese>Detonar &gt;&gt;</Portuguese>
<Russian>Подрыв &gt;&gt;</Russian>
<English>Detonate</English>
<German>Zünden</German>
<Spanish>Detonar</Spanish>
<Polish>Detonuj</Polish>
<French>Mise à feu</French>
<Czech>Odpálit</Czech>
<Italian>Detona</Italian>
<Hungarian>Robbantás</Hungarian>
<Portuguese>Detonar</Portuguese>
<Russian>Подрыв</Russian>
</Key>
<Key ID="STR_ACE_Explosives_DetonateAll">
<English>Detonate All</English>
<German>Zünden Alles</German>
<Spanish>Detonar Todo</Spanish>
<Russian>Подрыв всех</Russian>
</Key>
<Key ID="STR_ACE_Explosives_DetonateCode">
<English>Explosive code: %1</English>

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@ -16,7 +16,7 @@
params ["_vehicle", "_turret"];
private _distance = call FUNC(getRange);
call (updateRangeHUD);
call FUNC(updateRangeHUD);
if !(!GVAR(enabled) && FUNC(canUseFCS)) exitWith {};

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@ -17,7 +17,7 @@ params ["_vehicle", "_turret", "_distance", ["_showHint", false], ["_playSound",
private _turretConfig = [configFile >> "CfgVehicles" >> typeOf _vehicle, _turret] call EFUNC(common,getTurretConfigPath);
call (updateRangeHUD);
call FUNC(updateRangeHUD);
if (isNil "_distance") then {
_distance = call FUNC(getRange);

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@ -12,4 +12,4 @@ GVAR(GForces_CC) ppEffectCommit 0.4;
GVAR(lastUpdateTime) = 0;
GVAR(oldVel) = [0,0,0];
[FUNC(pfhUpdateGForces), 0, []] call CBA_fnc_addPerFrameHandler;
[DFUNC(pfhUpdateGForces), 0, []] call CBA_fnc_addPerFrameHandler;

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@ -13,34 +13,18 @@
*/
#include "script_component.hpp"
private ["_interval", "_player", "_newVel", "_accel", "_currentGForce", "_average", "_sum", "_classCoef", "_suitCoef", "_gBlackOut", "_gRedOut", "_g", "_gBO", "_coef", "_strength"];
EXPLODE_2_PVT(_this,_params,_pfhId);
_interval = ACE_time - GVAR(lastUpdateTime);
// Update the g-forces at constant game time intervals
if (_interval < INTERVAL) exitWith {};
if (isNull ACE_player) exitWith {};
if !(alive ACE_player) exitWith {};
// Update the g-forces at constant mission time intervals (taking accTime into account)
if ((ACE_time - GVAR(lastUpdateTime)) < INTERVAL) exitWith {};
GVAR(lastUpdateTime) = ACE_time;
/*if !(vehicle ACE_player isKindOf "Air") exitWith {
GVAR(GForces) = [];
GVAR(GForces_Index) = 0;
waitUntil {sleep 5; (vehicle _player isKindOf "Air") or ((getPos _player select 2) > 5)};
};*/
_newVel = velocity (vehicle ACE_player);
_accel = ((_newVel vectorDiff GVAR(oldVel)) vectorMultiply (1 / INTERVAL)) vectorAdd [0, 0, 9.8];
_currentGForce = (_accel vectorDotProduct vectorUp (vehicle ACE_player)) / 9.8;
if (isNull ACE_player || !(alive ACE_player)) exitWith {};
private _newVel = velocity (vehicle ACE_player);
private _accel = ((_newVel vectorDiff GVAR(oldVel)) vectorMultiply (1 / INTERVAL)) vectorAdd [0, 0, 9.8];
// Cap maximum G's to +- 10 to avoid g-effects when the update is low fps.
_currentGForce = (_currentGForce max -10) min 10;
private _currentGForce = (((_accel vectorDotProduct vectorUp (vehicle ACE_player)) / 9.8) max -10) min 10;
GVAR(GForces) set [GVAR(GForces_Index), _currentGForce];
GVAR(GForces_Index) = (GVAR(GForces_Index) + 1) % round (AVERAGEDURATION / INTERVAL);
@ -63,31 +47,27 @@ GVAR(oldVel) = _newVel;
* Effects and camera shake start 30% the limit value, and build gradually
*/
_average = 0;
if (count GVAR(GForces) > 0) then {
_sum = 0;
{
_sum = _sum + _x;
} forEach GVAR(GForces);
_average = _sum / (count GVAR(GForces));
private _average = 0;
private _count = {
_average = _average + _x;
true
} count GVAR(GForces);
if (_count > 0) then {
_average = _average / _count;
};
_classCoef = ACE_player getVariable ["ACE_GForceCoef",
getNumber (configFile >> "CfgVehicles" >> (typeOf ACE_player) >> "ACE_GForceCoef")];
_suitCoef = if ((uniform ACE_player) != "") then {
getNumber (configFile >> "CfgWeapons" >> (uniform ACE_player) >> "ACE_GForceCoef")
private _classCoef = (ACE_player getVariable ["ACE_GForceCoef",
getNumber (configFile >> "CfgVehicles" >> (typeOf ACE_player) >> "ACE_GForceCoef")]) max 0.001;
private _suitCoef = if ((uniform ACE_player) != "") then {
(getNumber (configFile >> "CfgWeapons" >> (uniform ACE_player) >> "ACE_GForceCoef")) max 0.001
} else {
1
};
//Fix "Error Zero divisor"
if (_classCoef == 0) then {_classCoef = 0.001};
if (_suitCoef == 0) then {_suitCoef = 0.001};
private _gBlackOut = MAXVIRTUALG / _classCoef + MAXVIRTUALG / _suitCoef - MAXVIRTUALG;
_gBlackOut = MAXVIRTUALG / _classCoef + MAXVIRTUALG / _suitCoef - MAXVIRTUALG;
_gRedOut = MINVIRTUALG / _classCoef;
// @todo: Sort the interaction with medical
// Unconsciousness
if ((_average > _gBlackOut) and {isClass (configFile >> "CfgPatches" >> "ACE_Medical") and {!(ACE_player getVariable ["ACE_isUnconscious", false])}}) then {
[ACE_player, true, (10 + floor(random 5))] call EFUNC(medical,setUnconscious);
};
@ -96,12 +76,14 @@ GVAR(GForces_CC) ppEffectAdjust [1,1,0,[0,0,0,1],[0,0,0,0],[1,1,1,1],[10,10,0,0,
if !(ACE_player getVariable ["ACE_isUnconscious", false]) then {
if (_average > 0.30 * _gBlackOut) then {
_strength = ((_average - 0.30 * _gBlackOut) / (0.70 * _gBlackOut)) max 0;
private _strength = ((_average - 0.30 * _gBlackOut) / (0.70 * _gBlackOut)) max 0;
GVAR(GForces_CC) ppEffectAdjust [1,1,0,[0,0,0,1],[0,0,0,0],[1,1,1,1],[2*(1-_strength),2*(1-_strength),0,0,0,0.1,0.5]];
addCamShake [_strength, 1, 15];
} else {
private _gRedOut = MINVIRTUALG / _classCoef;
if (_average < -0.30 * _gRedOut) then {
_strength = ((abs _average - 0.30 * _gRedOut) / (0.70 * _gRedOut)) max 0;
private _strength = ((abs _average - 0.30 * _gRedOut) / (0.70 * _gRedOut)) max 0;
GVAR(GForces_CC) ppEffectAdjust [1,1,0,[1,0.2,0.2,1],[0,0,0,0],[1,1,1,1],[2*(1-_strength),2*(1-_strength),0,0,0,0.1,0.5]];
addCamShake [_strength / 1.5, 1, 15];
};

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@ -20,6 +20,9 @@ TRACE_2("params",_unit,typeOf _unit);
if (!local _unit) exitWith {}; //XEH should only be called on local units
//Do not add or remove earplugs if gear should be preserved
if (missionNamespace getVariable [QEGVAR(respawn,SavePreDeathGear), false]) exitWith {};
private _respawn = [0] call BIS_fnc_missionRespawnType;
//if respawn is not Group or side:

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@ -65,6 +65,10 @@ _newTarget = objNull;
// Bail on fast movement
if ((velocity ACE_player) distance [0,0,0] > 0.5 && {cameraView == "GUNNER"} && {cameraOn == ACE_player}) exitWith { // keep it steady.
ACE_player switchCamera "INTERNAL";
if (player != ACE_player) then {
TRACE_2("Zeus, manually reseting RC after switchCamera",player,ACE_player);
player remoteControl ACE_player;
};
};
// Refresh the firemode

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@ -84,7 +84,7 @@
#ifdef DISABLE_COMPILE_CACHE
#define PREP(fncName) DFUNC(fncName) = compile preprocessFileLineNumbers QUOTE(PATHTOF(functions\DOUBLES(fnc,fncName).sqf))
#else
#define PREP(fncName) DFUNC(fncName) = QUOTE(PATHTOF(functions\DOUBLES(fnc,fncName).sqf)) call SLX_XEH_COMPILE
#define PREP(fncName) [QUOTE(PATHTOF(functions\DOUBLES(fnc,fncName).sqf)), QFUNC(fncName)] call SLX_XEH_COMPILE_NEW
#endif
#define PREP_MODULE(folder) [] call compile preprocessFileLineNumbers QUOTE(PATHTOF(folder\__PREP__.sqf))

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@ -11,6 +11,13 @@ class ACE_Settings {
typeName = "SCALAR";
values[] = {"Disabled", "Normal", "Advanced"};
};
class GVAR(increaseTrainingInLocations) {
category = CSTRING(Category_Medical);
displayName = CSTRING(MedicalSettings_increaseTrainingInLocations_DisplayName);
description = CSTRING(MedicalSettings_increaseTrainingInLocations_Description);
value = 0;
typeName = "BOOL";
};
class GVAR(enableFor) {
category = CSTRING(Category_Medical);
value = 0;

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@ -58,6 +58,12 @@ class CfgVehicles {
};
};
};
class increaseTrainingInLocations {
displayName = CSTRING(MedicalSettings_increaseTrainingInLocations_DisplayName);
description = CSTRING(MedicalSettings_increaseTrainingInLocations_Description);
typeName = "BOOL";
defaultValue = 0;
};
class allowLitterCreation {
displayName = CSTRING(MedicalSettings_allowLitterCreation_DisplayName);
description = CSTRING(MedicalSettings_allowLitterCreation_Description);

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@ -246,6 +246,9 @@ GVAR(lastHeartBeatSound) = ACE_time;
};
["SettingsInitialized", {
// Networked litter (need to wait for GVAR(litterCleanUpDelay) to be set)
[QGVAR(createLitter), FUNC(handleCreateLitter), GVAR(litterCleanUpDelay)] call EFUNC(common,addSyncedEventHandler);
if (GVAR(level) == 2) exitWith {
[
{(((_this select 0) getVariable [QGVAR(bloodVolume), 100]) < 65)},
@ -276,9 +279,6 @@ GVAR(lastHeartBeatSound) = ACE_time;
[ACE_player] call FUNC(itemCheck);
}] call EFUNC(common,addEventHandler);
// Networked litter
[QGVAR(createLitter), FUNC(handleCreateLitter), GVAR(litterCleanUpDelay)] call EFUNC(common,addSyncedEventHandler);
if (hasInterface) then {
["PlayerJip", {
ACE_LOGINFO("JIP Medical init for player.");

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@ -8,18 +8,23 @@
* ReturnValue:
* Is in medical facility <BOOL>
*
* Example:
* [player] call ace_medical_fnc_isInMedicalFacility
*
* Public: Yes
*/
#include "script_component.hpp"
private ["_eyePos", "_objects", "_isInBuilding", "_medicalFacility"];
params ["_unit"];
_eyePos = eyePos _unit;
_isInBuilding = false;
//Cache the results as this function could be called rapidly
(_unit getVariable [QGVAR(cacheInFacility), [-9, false]]) params ["_expireTime", "_lastResult"];
if (ACE_time < _expireTime) exitWith {_lastResult};
_medicalFacility =
private _eyePos = eyePos _unit;
private _isInBuilding = false;
private _medicalFacility =
[
"TK_GUE_WarfareBFieldhHospital_Base_EP1",
"TK_GUE_WarfareBFieldhHospital_EP1",
@ -37,18 +42,22 @@ _medicalFacility =
"USMC_WarfareBFieldhHospital"
];
_objects = (lineIntersectsWith [_unit modelToWorldVisual [0, 0, (_eyePos select 2)], _unit modelToWorldVisual [0, 0, (_eyePos select 2) +10], _unit]);
private _objects = (lineIntersectsWith [_unit modelToWorldVisual [0, 0, (_eyePos select 2)], _unit modelToWorldVisual [0, 0, (_eyePos select 2) +10], _unit]);
{
if (((typeOf _x) in _medicalFacility) || (_x getVariable [QGVAR(isMedicalFacility),false])) exitWith {
_isInBuilding = true;
};
} forEach _objects;
if (!_isInBuilding) then {
_objects = position _unit nearObjects 7.5;
_objects = _unit nearObjects 7.5;
{
if (((typeOf _x) in _medicalFacility) || (_x getVariable [QGVAR(isMedicalFacility),false])) exitWith {
_isInBuilding = true;
};
} forEach _objects;
};
//Save the results (with a 1 second expiry)
_unit setVariable [QGVAR(cacheInFacility), [ACE_time + 1, _isInBuilding]];
_isInBuilding;

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@ -8,14 +8,15 @@
* Return Value:
* Is unit in medical vehicle? <BOOL>
*
* Example:
* [player] call ace_medical_fnc_isInMedicalVehicle
*
* Public: Yes
*/
#include "script_component.hpp"
private ["_vehicle"];
params ["_unit"];
_vehicle = vehicle _unit;
private _vehicle = vehicle _unit;
if (_unit == _vehicle) exitWith {false};
if (_unit in [driver _vehicle, gunner _vehicle, commander _vehicle]) exitWith {false};

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@ -9,15 +9,23 @@
* ReturnValue:
* Is in of medic class <BOOL>
*
* Example:
* [player] call ace_medical_fnc_isMedic
*
* Public: Yes
*/
#include "script_component.hpp"
private ["_unit", "_class", "_medicN"];
params ["_unit", ["_medicN", 1]];
_class = _unit getVariable [QGVAR(medicClass),
getNumber (configFile >> "CfgVehicles" >> typeOf _unit >> "attendant")];
private _class = _unit getVariable [QGVAR(medicClass), getNumber (configFile >> "CfgVehicles" >> typeOf _unit >> "attendant")];
if (_class >= _medicN min GVAR(medicSetting)) exitWith {true};
if (!GVAR(increaseTrainingInLocations)) exitWith {false};
if (([_unit] call FUNC(isInMedicalVehicle)) || {[_unit] call FUNC(isInMedicalFacility)}) then {
_class = _class + 1; //boost by one: untrained becomes medic, medic becomes doctor
};
_class >= _medicN min GVAR(medicSetting)

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@ -21,6 +21,7 @@ if !(_activated) exitWith {};
[_logic, QGVAR(level), "level"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(medicSetting), "medicSetting"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(increaseTrainingInLocations), "increaseTrainingInLocations"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(allowLitterCreation), "allowLitterCreation"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(litterCleanUpDelay), "litterCleanUpDelay"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(enableScreams), "enableScreams"] call EFUNC(common,readSettingFromModule);

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@ -2835,6 +2835,12 @@
<French>Quel niveau de détail voullez vous pour les infirmier?</French>
<Hungarian>Mi a javasolt részletesség orvosok számára?</Hungarian>
</Key>
<Key ID="STR_ACE_Medical_MedicalSettings_increaseTrainingInLocations_DisplayName">
<English>Locations boost training</English>
</Key>
<Key ID="STR_ACE_Medical_MedicalSettings_increaseTrainingInLocations_Description">
<English>Boost medic rating in medical vehicles or near medical facilities [untrained becomes medic, medic becomes doctor]</English>
</Key>
<Key ID="STR_ACE_Medical_MedicalSettings_medicSetting_disable">
<English>Disable medics</English>
<Russian>Отключить медиков</Russian>

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@ -14,7 +14,7 @@ class Extended_PostInit_EventHandlers {
class Extended_FiredBIS_EventHandlers {
class CAManBase {
class ADDON {
firedBIS = QUOTE(if (local (_this select 0)) then {_this call FUNC(firedEHBB);};);
clientFiredBIS = QUOTE(if (local (_this select 0)) then {_this call FUNC(firedEHBB);};);
};
};

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@ -49,6 +49,20 @@ class CfgWeapons {
GVAR(damage) = 0.85;
};
class cannon_125mm: CannonCore {
GVAR(priority) = 1;
GVAR(angle) = 90;
GVAR(range) = 50;
GVAR(damage) = 0.85;
};
class cannon_105mm: CannonCore {
GVAR(priority) = 1;
GVAR(angle) = 90;
GVAR(range) = 50;
GVAR(damage) = 0.85;
};
class mortar_155mm_AMOS: CannonCore {
GVAR(priority) = 1;
GVAR(angle) = 90;

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@ -1,7 +1,7 @@
/*
* Author: joko // Jonas
*
* Handle fire of local launchers
* Cache the shot data for a given weapon/mag/ammo combination.
* Will use the config that has the highest priority.
*
* Argument:
* 0: Weapon <STRING>
@ -9,68 +9,49 @@
* 2: Ammo <STRING>
*
* Return value:
* Array:
* Shot Config <ARRAY>:
* 0: Angle <Number>
* 1: Range <Number>
* 2: Damage <Number>
*
* Example:
* ["cannon_125mm","Sh_125mm_APFSDS_T_Green","24Rnd_125mm_APFSDS_T_Green"] call ace_overpressure_fnc_cacheOverPressureValues
*
* Public: No
*/
#include "script_component.hpp"
#include "script_component.hpp"
params ["_weapon", "_ammo", "_magazine"];
TRACE_3("Parameter",_weapon,_magazine,_ammo);
private ["_array", "_type", "_return", "_config" /*, "_priority"*/];
// get Priority Array from Config
_array = [
private _array = [
getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(priority)),
getNumber (configFile >> "CfgMagazines" >> _magazine >> QGVAR(priority)),
getNumber (configFile >> "CfgAmmo" >> _ammo >> QGVAR(priority))
];
TRACE_1("Proiroity Array",_array);
(_array call CBA_fnc_findMax) params ["", ["_indexOfMaxPriority", 0, [0]]];
/* for CBA Upadte 2.1
_priority = _array call CBA_fnc_findMax;
_type = if (isNil "_priority") then {
0
} else {
_priority select 1
};
*/
TRACE_2("Priority Array",_array,_indexOfMaxPriority);
// obsolete as CBA Update 2.1 start
_array params ["_max"];
// set Default type
_type = 0;
// get Highest Entry out the the Priority Array
{
if (_max < _x) then {
_max = _x;
_type = _forEachIndex;
};
} forEach _array;
// obsolete end
TRACE_2("Highest Value",_max,_type);
// create the Config entry Point
_config = [
private _config = [
(configFile >> "CfgWeapons" >> _weapon),
(configFile >> "CfgMagazines" >> _magazine),
(configFile >> "CfgAmmo" >> _ammo)
] select _type;
] select _indexOfMaxPriority;
TRACE_1("ConfigPath",_config);
// get the Variables out of the Configes and create a array with then
_return = [
private _return = [
(getNumber (_config >> QGVAR(angle))),
(getNumber (_config >> QGVAR(range))),
(getNumber (_config >> QGVAR(damage)))
];
TRACE_1("Return",_return);
_varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine];
missionNameSpace setVariable [format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine], _return];
private _varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine];
missionNameSpace setVariable [_varName, _return];
TRACE_2("Return",_varName,_return);
_return

View File

@ -1,7 +1,7 @@
/*
* Author: commy2 and esteldunedain
*
* Handle fire of local launchers
* Called from firedEHBB, only for ace_player with shot that will cause damage
*
* Arguments:
* 0: Unit that fired <OBJECT>
@ -14,51 +14,46 @@
*
* Return value:
* None
*
* Example:
* [player, "launch_RPG32_F", "launch_RPG32_F", "Single", "R_PG32V_F", "RPG32_F", projectile] call ace_overpressure_fnc_fireLauncherBackblast;
*
* Public: No
*/
#include "script_component.hpp"
params ["_firer", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile"];
params ["_firer", "_weapon", "_muzzle", "", "_ammo", "_magazine", "_projectile"];
TRACE_6("params",_firer,_weapon,_muzzle,_ammo,_magazine,_projectile);
// Prevent AI from causing backblast damage
if !([_firer] call EFUNC(common,isPlayer)) exitWith {};
private _position = getPosASL _projectile;
private _direction = [0, 0, 0] vectorDiff (vectorDir _projectile);
private ["_position", "_direction"];
_position = getPosASL _projectile;
_direction = [0, 0, 0] vectorDiff (vectorDir _projectile);
private ["_var","_varName","_backblastAngle", "_backblastRange", "_backblastDamage"];
// Bake variable name and check if the variable exists, call the caching function otherwise
_varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine];
_var = if (isNil _varName) then {
private _varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine];
private _var = if (isNil _varName) then {
[_weapon, _ammo, _magazine] call FUNC(cacheOverPressureValues);
} else {
missionNameSpace getVariable _varName;
};
_var params["_backblastAngle","_backblastRange","_backblastDamage"];
TRACE_3("cache",_backblastAngle,_backblastRange,_backblastDamage);
// Damage to others
private "_affected";
_affected = (ASLtoAGL _position) nearEntities ["CAManBase", _backblastRange];
private _affected = (ASLtoAGL _position) nearEntities ["CAManBase", _backblastRange];
// Let each client handle their own affected units
["overpressure", _affected, [_firer, _position, _direction, _weapon, _magazine, _ammo]] call EFUNC(common,targetEvent);
// Damage to the firer
private "_distance";
_distance = [_position, _direction, _backblastRange, _firer] call FUNC(getDistance);
private _distance = 2 * ([_position, _direction, _backblastRange, _firer] call FUNC(getDistance));
TRACE_1("Distance",_distance);
if (_distance < _backblastRange) then {
private ["_alpha", "_beta", "_damage"];
private _alpha = sqrt (1 - _distance / _backblastRange);
private _beta = sqrt 0.5;
_alpha = sqrt (1 - _distance / _backblastRange);
_beta = sqrt 0.5;
_damage = _alpha * _beta * _backblastDamage;
private _damage = _alpha * _beta * _backblastDamage;
[_damage * 100] call BIS_fnc_bloodEffect;
if (isClass (configFile >> "CfgPatches" >> "ACE_Medical") && {([_firer] call EFUNC(medical,hasMedicalEnabled))}) then {
@ -75,8 +70,7 @@ if (_distance < _backblastRange) then {
[1,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
private "_ref";
_ref = _direction call EFUNC(common,createOrthonormalReference);
private _ref = _direction call EFUNC(common,createOrthonormalReference);
[ _position,
_position vectorAdd (_direction vectorMultiply _backblastRange) vectorAdd ((_ref select 1) vectorMultiply _backblastRange * tan _backblastAngle),
[1,1,0,1]
@ -95,7 +89,7 @@ if (_distance < _backblastRange) then {
] call EFUNC(common,addLineToDebugDraw);
[ _position,
_position vectorAdd (_direction vectorMultiply (_distance min _backblastRange)),
_position vectorAdd (_direction vectorMultiply ((_distance/2) min _backblastRange)),
[1,0,0,1]
] call EFUNC(common,addLineToDebugDraw);
#endif

View File

@ -1,10 +1,10 @@
/*
* Author: commy2 and esteldunedain
*
* Handle fire of local vehicle weapons creating overpressure zones
* Called from firedEHOP, only for local vehicles
*
* Arguments:
* 0: Unit that fired <OBJECT>
* 0: Vehicle that fired <OBJECT>
* 1: Weapon fired <STRING>
* 2: Muzzle <STRING>
* 3: Mode <STRING>
@ -14,33 +14,35 @@
*
* Return value:
* None
*
* Example:
* [tank, "cannon_125mm", "cannon_125mm", "player", "Sh_125mm_APFSDS_T_Green", "24Rnd_125mm_APFSDS_T_Green", projectile] call ace_overpressure_fnc_fireOverpressureZone
*
* Public: No
*/
//#define DEBUG_MODE_FULL
#include "script_component.hpp"
params ["_firer", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile"];
// Prevent AI from causing overpressure damage
if !([gunner _firer] call EFUNC(common,isPlayer)) exitWith {}; //@todo non-maingun turrets?
params ["_firer", "_weapon", "_muzzle", "", "_ammo", "_magazine", "_projectile"];
TRACE_6("params",_firer,_weapon,_muzzle,_ammo,_magazine,_projectile);
private ["_position", "_direction"];
// Prevent AI from causing overpressure damage (NOTE: Vehicle is local, but turret gunner may not be)
if !([gunner _firer] call EFUNC(common,isPlayer)) exitWith {};
_position = getPosASL _projectile;
_direction = vectorDir _projectile;
private ["_var", "_varName", "_dangerZoneAngle", "_dangerZoneRange", "_dangerZoneDamage"];
private _position = getPosASL _projectile;
private _direction = vectorDir _projectile;
// Bake variable name and check if the variable exists, call the caching function otherwise
_varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine];
_var = if (isNil _varName) then {
private _varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine];
private _var = if (isNil _varName) then {
[_weapon, _ammo, _magazine] call FUNC(cacheOverPressureValues);
} else {
missionNameSpace getVariable _varName;
};
_var params["_dangerZoneAngle","_dangerZoneRange","_dangerZoneDamage"];
TRACE_3("cache",_dangerZoneAngle,_dangerZoneRange,_dangerZoneDamage);
// Damage to others
private "_affected";
_affected = (ASLtoAGL _position) nearEntities ["CAManBase", _dangerZoneRange];
private _affected = (ASLtoAGL _position) nearEntities ["CAManBase", _dangerZoneRange];
// Let each client handle their own affected units
["overpressure", _affected, [_firer, _position, _direction, _weapon, _magazine, _ammo]] call EFUNC(common,targetEvent);
@ -52,8 +54,7 @@ _affected = (ASLtoAGL _position) nearEntities ["CAManBase", _dangerZoneRange];
[1,0,0,1]
] call EFUNC(common,addLineToDebugDraw);
private "_ref";
_ref = _direction call EFUNC(common,createOrthonormalReference);
private _ref = _direction call EFUNC(common,createOrthonormalReference);
[ _position,
_position vectorAdd (_direction vectorMultiply _dangerZoneRange) vectorAdd ((_ref select 1) vectorMultiply _dangerZoneRange * tan _dangerZoneAngle),
[1,1,0,1]

View File

@ -1,6 +1,5 @@
/*
* Author: joko // Jonas
*
* Handle fire of local launchers
*
* Arguments:
@ -14,14 +13,22 @@
*
* Return value:
* None
*
* Example:
* [player, "launch_RPG32_F", "launch_RPG32_F", "Single", "R_PG32V_F", "RPG32_F", projectile] call ace_overpressure_fnc_firedEHBB;
*
* Public: No
*/
#include "script_component.hpp"
private ["_damage","_varName"];
params ["", "_weapon", "", "", "_ammo", "_magazine", ""];
params ["_firer", "_weapon", "", "", "_ammo", "_magazine", ""];
// Prevent AI from causing backblast damage (fast exit to only run for local players)
if (_firer != ACE_player) exitWith {};
// Bake variable name and check if the variable exists, call the caching function otherwise
_varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine];
_damage = if (isNil _varName) then {
private _varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine];
private _damage = if (isNil _varName) then {
([_weapon, _ammo, _magazine] call FUNC(cacheOverPressureValues)) select 2;
} else {
(missionNameSpace getVariable _varName) select 2;

View File

@ -1,10 +1,9 @@
/*
* Author: joko // Jonas
*
* Handle fire of Other Weapons
* Handle fire of Vehicle Weapons
*
* Arguments:
* 0: Unit that fired <OBJECT>
* 0: Vehicle that fired (XEH will filter only local) <OBJECT>
* 1: Weapon fired <STRING>
* 2: Muzzle <STRING>
* 3: Mode <STRING>
@ -14,14 +13,19 @@
*
* Return value:
* None
*
* Example:
* [tank, "cannon_125mm", "cannon_125mm", "player", "Sh_125mm_APFSDS_T_Green", "24Rnd_125mm_APFSDS_T_Green", projectile] call ace_overpressure_fnc_firedEHOP
*
* Public: No
*/
#include "script_component.hpp"
private ["_damage","_varName"];
params ["", "_weapon", "", "", "_ammo", "_magazine", ""];
// Bake variable name and check if the variable exists, call the caching function otherwise
_varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine];
_damage = if (isNil _varName) then {
private _varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine];
private _damage = if (isNil _varName) then {
([_weapon, _ammo, _magazine] call FUNC(cacheOverPressureValues)) select 2;
} else {
(missionNameSpace getVariable _varName) select 2;

View File

@ -1,6 +1,5 @@
/*
* Author: commy2 and esteldunedain
*
* Calculate the distance to the first intersection of a line
*
* Arguments:
@ -15,11 +14,12 @@
* Example:
* [[1823.41,5729.05,6.66627], [-0.953255,0.109689,-0.281554], 15, ace_player] call ace_overpressure_fnc_getDistance
*
* Public: No
*/
#include "script_component.hpp"
params ["_posASL", "_direction", "_maxDistance", "_shooter"];
TRACE_3("params",_posASL,_direction,_maxDistance);
TRACE_4("params",_posASL,_direction,_maxDistance, _shooter);
private _intersections = lineIntersectsSurfaces [_posASL, _posASL vectorAdd (_direction vectorMultiply _maxDistance), _shooter, objNull, true, 99];
@ -29,9 +29,10 @@ private _distance = 999;
{
_x params ["_intersectPosASL", "_surfaceNormal", "_intersectObject"];
//Hit something solid that can reflect - (Static covers Building)
if ((isNull _intersectObject) || {(_intersectObject isKindOf "Static") || {_intersectObject isKindOf "AllVehicles"}}) exitWith {
TRACE_3("Intersect",_intersectPosASL,_surfaceNormal,_intersectObject);
//Hit something solid that can reflect - (Static covers Building) [Need to manually filter out _shoot for FFV shots]
if ((isNull _intersectObject) || {(_intersectObject != _shooter) && {(_intersectObject isKindOf "Static") || {_intersectObject isKindOf "AllVehicles"}}}) exitWith {
_distance = _posASL vectorDistance _intersectPosASL;
TRACE_3("hit solid object",_distance,_intersectObject,typeOf _intersectObject);

View File

@ -1,56 +1,56 @@
/*
* Author: commy2 and esteldunedain
*
* Calculate and apply backblast damage to potentially affected local units
* Handles the "overpressure" event.
*
* Argument:
* 0: Unit that fired <OBJECT>
* 1: Pos ASL of the projectile <ARRAY>
* 2: Direction of the projectile <ARRAY>
* 2: Direction of the projectile (reversed for launcher backblast) <ARRAY>
* 3: Weapon fired <STRING>
* 4: Magazine <STRING>
* 5: Ammo <STRING>
*
* Return value:
* None
*
* Example:
* [tank, [1727.57,5786.15,7.24899], [-0.982474,-0.185998,-0.0122501], "cannon_125mm", "24Rnd_125mm_APFSDS_T_Green", "Sh_125mm_APFSDS_T_Green"] call ace_overpressure_fnc_overpressureDamage
*
* Public: No
*/
#include "script_component.hpp"
private ["_var","_overpressureAngle", "_overpressureRange", "_overpressureDamage"];
params ["_firer", "_posASL", "_direction", "_weapon", "_magazine", "_ammo"];
// Bake variable name and check if the variable exists, call the caching function otherwise
_varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine];
_var = if (isNil _varName) then {
private _varName = format [QGVAR(values%1%2%3), _weapon, _ammo, _magazine];
private _var = if (isNil _varName) then {
[_weapon, _ammo, _magazine] call FUNC(cacheOverPressureValues);
} else {
missionNameSpace getVariable _varName;
};
_var params["_overpressureAngle","_overpressureRange","_overpressureDamage"];
TRACE_4("Parameters:",_overpressureAngle,_overpressureRange,_overpressureDamage,_weapon);
TRACE_3("cache",_overpressureAngle,_overpressureRange,_overpressureDamage);
{
if (local _x && {_x != _firer} && {vehicle _x == _x}) then {
private ["_targetPositionASL", "_relativePosition", "_axisDistance", "_distance", "_angle", "_line", "_line2"];
private _targetPositionASL = eyePos _x;
private _relativePosition = _targetPositionASL vectorDiff _posASL;
private _axisDistance = _relativePosition vectorDotProduct _direction;
private _distance = vectorMagnitude _relativePosition;
private _angle = acos (_axisDistance / _distance);
_targetPositionASL = eyePos _x;
_relativePosition = _targetPositionASL vectorDiff _posASL;
_axisDistance = _relativePosition vectorDotProduct _direction;
_distance = vectorMagnitude _relativePosition;
_angle = acos (_axisDistance / _distance);
_line = [_posASL, _targetPositionASL, _firer, _x];
_line2 = [_posASL, _targetPositionASL];
private _line = [_posASL, _targetPositionASL, _firer, _x];
private _line2 = [_posASL, _targetPositionASL];
TRACE_4("Affected:",_x,_axisDistance,_distance,_angle);
if (_angle < _overpressureAngle && {_distance < _overpressureRange} && {!lineIntersects _line} && {!terrainIntersectASL _line2}) then {
private ["_alpha", "_beta", "_damage"];
_alpha = sqrt (1 - _distance / _overpressureRange);
_beta = sqrt (1 - _angle / _overpressureAngle);
private _alpha = sqrt (1 - _distance / _overpressureRange);
private _beta = sqrt (1 - _angle / _overpressureAngle);
_damage = _alpha * _beta * _overpressureDamage;
private _damage = _alpha * _beta * _overpressureDamage;
// If the target is the ACE_player
if (_x == ACE_player) then {[_damage * 100] call BIS_fnc_bloodEffect};
@ -60,6 +60,14 @@ TRACE_4("Parameters:",_overpressureAngle,_overpressureRange,_overpressureDamage,
} else {
_x setDamage (damage _x + _damage);
};
#ifdef DEBUG_MODE_FULL
//Shows damage lines in green
[ _posASL,
_targetPositionASL,
[0,1,0,1]
] call EFUNC(common,addLineToDebugDraw);
#endif
};
};
} forEach ((ASLtoAGL _posASL) nearEntities ["CAManBase", _overpressureRange]);

View File

@ -1,6 +1,8 @@
#define COMPONENT overpressure
#include "\z\ace\addons\main\script_mod.hpp"
// #define DEBUG_MODE_FULL
#ifdef DEBUG_ENABLED_OVERPRESSURE
#define DEBUG_MODE_FULL
#endif

View File

@ -32,6 +32,7 @@ if (isNil "_adjustment") then {
};
_adjustmentDifference = (_adjustment select _weaponIndex) vectorDiff [_elevation, _windage, _zero];
if (_adjustmentDifference isEqualTo [0,0,0]) exitWith {false}; // Don't coninue if no adjustment is made
_adjustment set [_weaponIndex, [_elevation, _windage, _zero]];
[_unit, QGVAR(Adjustment), _adjustment, 0.5] call EFUNC(common,setVariablePublic);

View File

@ -9,5 +9,11 @@
GVAR(availableVisions) = [[-2,-1,0,1], [-2,-1], [-2,0,1], [-2]] select GVAR(restrictVisions);
}] call EFUNC(common,addEventHandler);
// Create a radio channel for any spectators to text chat in
if (isServer) then {
GVAR(channel) = radioChannelCreate [[0.729,0.149,0.098,1],"Spectator","Spectator (%UNIT_NAME)",[]];
publicVariable QGVAR(channel);
};
// Should prevent unending spectator on mission end
addMissionEventHandler ["Ended",{ [false] call FUNC(setSpectator) }];
addMissionEventHandler ["Ended",{ [QGVAR(EndMission)] call FUNC(interrupt) }];

View File

@ -25,6 +25,9 @@ PREP(updateSpectatableSides);
PREP(updateUnits);
PREP(updateVisionModes);
// Reset the stored display
SETUVAR(GVAR(interface),displayNull);
// Permanent variables
GVAR(availableModes) = [0,1,2];
GVAR(availableSides) = [west,east,resistance,civilian];

View File

@ -22,6 +22,7 @@ params ["_mode",["_args",[]]];
switch (toLower _mode) do {
case "onload": {
_args params ["_display"];
SETUVAR(GVAR(interface),_display);
// Always show interface and hide map upon opening
[_display,nil,nil,!GVAR(showInterface),GVAR(showMap)] call FUNC(toggleInterface);
@ -172,9 +173,12 @@ switch (toLower _mode) do {
[QGVAR(zeus)] call FUNC(interrupt);
["zeus"] call FUNC(handleInterface);
};
if ((isServer || {serverCommandAvailable "#kick"}) && {_dik in (actionKeys "Chat" + actionKeys "PrevChannel" + actionKeys "NextChannel")}) exitWith {
if (_dik in (actionKeys "Chat")) exitWith {
false
};
if (_dik in (actionKeys "PrevChannel" + actionKeys "NextChannel")) exitWith {
!(isServer || serverCommandAvailable "#kick")
};
// Handle held keys (prevent repeat calling)
if (GVAR(heldKeys) param [_dik,false]) exitWith {};
@ -451,13 +455,13 @@ switch (toLower _mode) do {
// PFH to re-open display when menu closes
[{
if !(isNull (findDisplay 49)) exitWith {};
if !(isNull (_this select 0)) exitWith {};
// If still a spectator then re-enter the interface
[QGVAR(escape),false] call FUNC(interrupt);
[_this select 1] call CBA_fnc_removePerFrameHandler;
},0] call CBA_fnc_addPerFrameHandler;
},0,_dlg] call CBA_fnc_addPerFrameHandler;
};
case "zeus": {
openCuratorInterface;

View File

@ -29,16 +29,16 @@ if (_interrupt) then {
};
if (GVAR(interrupts) isEqualTo []) then {
if (isNull (findDisplay 12249)) then {
createDialog QGVAR(interface);
if (isNull (GETUVAR(GVAR(interface),displayNull))) then {
(findDisplay 46) createDisplay QGVAR(interface);
[] call FUNC(transitionCamera);
};
} else {
if !(isNull (findDisplay 12249)) then {
if !(isNull (GETUVAR(GVAR(interface),displayNull))) then {
while {dialog} do {
closeDialog 0;
};
(findDisplay 12249) closeDisplay 0;
(GETUVAR(GVAR(interface),displayNull)) closeDisplay 0;
};
};

View File

@ -24,7 +24,7 @@
params [["_set",true,[true]], ["_force",true,[true]]];
// Only clients can be spectators
if (!hasInterface) exitWith {};
if !(hasInterface) exitWith {};
// Exit if no change
if (_set isEqualTo GVAR(isSet)) exitWith {};
@ -63,9 +63,17 @@ if (_set) then {
GVAR(unitCamera) camCommit 0;
[] call FUNC(transitionCamera);
// Close map and clear radio
// Cache current channel to switch back to on exit
GVAR(channelCache) = currentChannel;
// Channel index starts count after the 5 default channels
GVAR(channel) radioChannelAdd [player];
setCurrentChannel (5 + GVAR(channel));
// Close map and clear the chat
openMap [false,false];
clearRadio;
enableRadio false;
// Disable BI damage effects
BIS_fnc_feedback_allowPP = false;
@ -76,12 +84,13 @@ if (_set) then {
};
[{
disableSerialization;
// Create the display
(findDisplay 46) createDisplay QGVAR(interface);
_display = (findDisplay 46) createDisplay QGVAR(interface);
// If not forced, make esc end spectator
if (_this) then {
(findDisplay 12249) displayAddEventHandler ["KeyDown", {
_display displayAddEventHandler ["KeyDown", {
if (_this select 1 == 1) then {
[false] call ace_spectator_fnc_setSpectator;
true
@ -103,7 +112,7 @@ if (_set) then {
};
// Kill the display
(findDisplay 12249) closeDisplay 0;
(GETUVAR(GVAR(interface),displayNull)) closeDisplay 0;
// Terminate camera
GVAR(freeCamera) cameraEffect ["terminate", "back"];
@ -111,7 +120,16 @@ if (_set) then {
camDestroy GVAR(unitCamera);
camDestroy GVAR(targetCamera);
// Remove from spectator chat
GVAR(channel) radioChannelRemove [player];
// Restore cached channel and delete cache
setCurrentChannel GVAR(channelCache);
GVAR(channelCache) = nil;
// Clear any residual spectator chat
clearRadio;
enableRadio true;
// Return to player view
player switchCamera "internal";
@ -130,7 +148,6 @@ if (_set) then {
//Kill these PFEH handlers now because the PFEH can run before the `onunload` event is handled
GVAR(camHandler) = nil;
GVAR(compHandler) = nil;
GVAR(iconHandler) = nil;
GVAR(toolHandler) = nil;
// Cleanup display variables

View File

@ -61,7 +61,6 @@ if (_newMode == 0) then { // Free
};
GVAR(camAgent) switchCamera "internal";
clearRadio;
} else {
_camera = GVAR(unitCamera);
@ -87,11 +86,6 @@ if (_newMode == 0) then { // Free
_camera cameraEffect ["internal", "back"];
};
// Clear radio if group changed
if (group _newUnit != group GVAR(camUnit)) then {
clearRadio;
};
GVAR(camUnit) = _newUnit;
};

View File

@ -1,53 +1,53 @@
class CfgVehicles {
class ACE_Module;
class ACE_ModuleSwitchUnits: ACE_Module {
author = ECSTRING(common,ACETeam);
category = "ACE";
displayName = CSTRING(Module_DisplayName);
function = FUNC(module);
scope = 2;
isGlobal = 1;
icon = QUOTE(PATHTOF(UI\Icon_Module_SwitchUnits_ca.paa));
class Arguments {
class SwitchToWest {
displayName = CSTRING(SwitchToWest_DisplayName);
description = CSTRING(SwitchToWest_Description);
typeName = "BOOL";
defaultValue = 0;
};
class SwitchToEast {
displayName = CSTRING(SwitchToEast_DisplayName);
description = CSTRING(SwitchToEast_Description);
typeName = "BOOL";
defaultValue = 0;
};
class SwitchToIndependent {
displayName = CSTRING(SwitchToIndependent_DisplayName);
description = CSTRING(SwitchToIndependent_Description);
typeName = "BOOL";
defaultValue = 0;
};
class SwitchToCivilian {
displayName = CSTRING(SwitchToCivilian_DisplayName);
description = CSTRING(SwitchToCivilian_Description);
typeName = "BOOL";
defaultValue = 0;
};
class EnableSafeZone {
displayName = CSTRING(EnableSafeZone_DisplayName);
description = CSTRING(EnableSafeZone_Description);
typeName = "BOOL";
defaultValue = 1;
};
class SafeZoneRadius {
displayName = CSTRING(SafeZoneRadius_DisplayName);
description = CSTRING(SafeZoneRadius_Description);
typeName = "NUMBER";
defaultValue = 100;
};
class ACE_Module;
class ACE_ModuleSwitchUnits: ACE_Module {
author = ECSTRING(common,ACETeam);
category = "ACE";
displayName = CSTRING(Module_DisplayName);
function = FUNC(module);
scope = 2;
isGlobal = 1;
icon = QUOTE(PATHTOF(UI\Icon_Module_SwitchUnits_ca.paa));
class Arguments {
class SwitchToWest {
displayName = CSTRING(SwitchToWest_DisplayName);
description = CSTRING(SwitchToWest_Description);
typeName = "BOOL";
defaultValue = 0;
};
class SwitchToEast {
displayName = CSTRING(SwitchToEast_DisplayName);
description = CSTRING(SwitchToEast_Description);
typeName = "BOOL";
defaultValue = 0;
};
class SwitchToIndependent {
displayName = CSTRING(SwitchToIndependent_DisplayName);
description = CSTRING(SwitchToIndependent_Description);
typeName = "BOOL";
defaultValue = 0;
};
class SwitchToCivilian {
displayName = CSTRING(SwitchToCivilian_DisplayName);
description = CSTRING(SwitchToCivilian_Description);
typeName = "BOOL";
defaultValue = 0;
};
class EnableSafeZone {
displayName = CSTRING(EnableSafeZone_DisplayName);
description = CSTRING(EnableSafeZone_Description);
typeName = "BOOL";
defaultValue = 1;
};
class SafeZoneRadius {
displayName = CSTRING(SafeZoneRadius_DisplayName);
description = CSTRING(SafeZoneRadius_Description);
typeName = "NUMBER";
defaultValue = 100;
};
};
class ModuleDescription {
description = CSTRING(Module_Description);
};
};
class ModuleDescription {
description = CSTRING(Module_Description);
};
};
};

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@ -1,15 +1,15 @@
#include "script_component.hpp"
class CfgPatches {
class ADDON {
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_common"};
author[] = {"bux578"};
authorUrl = "https://github.com/bux578/";
VERSION_CONFIG;
};
class ADDON {
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_common"};
author[] = {"bux578"};
authorUrl = "https://github.com/bux578/";
VERSION_CONFIG;
};
};
#include "CfgEventHandlers.hpp"

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@ -18,12 +18,10 @@
*/
#include "script_component.hpp"
private ["_sideNearest"];
params ["_faction", "_pos"];
_faction params ["", "_sides"];
_sideNearest = [];
private _sideNearest = [];
{
if ([_x] call FUNC(isValidAi) && (side group _x in _sides)) then {

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@ -21,7 +21,7 @@ params ["_playerUnit", "_sides"];
if (vehicle _playerUnit == _playerUnit) then {
[_sides] call FUNC(markAiOnMap);
_playerUnit setVariable [QGVAR(IsPlayerUnit), true];
_playerUnit setVariable [QGVAR(IsPlayerUnit), true, true];
_playerUnit allowDamage false;
GVAR(OriginalUnit) = _playerUnit;

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@ -37,18 +37,17 @@ GVAR(AllMarkerNames) = [];
// create markers
{
if (([_x] call FUNC(isValidAi) && (side group _x in _sides)) || (_x getVariable [QGVAR(IsPlayerControlled), false])) then {
private ["_markerName", "_marker", "_markerColor"];
private _markerName = str _x;
_markerName = str _x;
_marker = createMarkerLocal [_markerName, position _x];
private _marker = createMarkerLocal [_markerName, position _x];
_markerName setMarkerTypeLocal "mil_triangle";
_markerName setMarkerShapeLocal "ICON";
_markerName setMarkerSizeLocal [0.5, 0.7];
_markerName setMarkerDirLocal getDir _x;
// commy's one liner magic
_markerColor = format ["Color%1", side group _x];
private _markerColor = format ["Color%1", side group _x];
if ((_x getVariable [QGVAR(IsPlayerControlled), false])) then {
_markerName setMarkerColorLocal "ColorOrange";

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@ -35,4 +35,4 @@ GVAR(Module) = true;
[QGVAR(EnableSwitchUnits), true, false, true] call EFUNC(common,setSetting);
ACE_LOGINFO("Switch Unit Module Initialized.");
ACE_LOGINFO("SwitchUnits Module Initialized.");

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@ -16,11 +16,9 @@
*/
#include "script_component.hpp"
private ["_nearestPlayers"];
params ["_position", "_radius"];
_nearestPlayers = [];
private _nearestPlayers = [];
{
if ([_x] call EFUNC(common,isPlayer) && {alive _x}) then {

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@ -19,8 +19,7 @@
params ["_player"];
if (GVAR(EnableSwitchUnits)) then {
private "_sides";
_sides = [];
private _sides = [];
if(GVAR(SwitchToWest)) then {_sides pushBack west;};
if(GVAR(SwitchToEast)) then {_sides pushBack east;};

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@ -26,11 +26,11 @@ params ["_originalPlayerUnit"];
if (local _originalPlayerUnit) exitWith {
selectPlayer _originalPlayerUnit;
deleteVehicle _currentUnit;
private "_layer";
_layer = "BIS_fnc_respawnCounter" call bis_fnc_rscLayer;
_layer cuttext ["","plain"];
// deleteVehicle _currentUnit;
// private _layer = "BIS_fnc_respawnCounter" call bis_fnc_rscLayer;
// _layer cuttext ["","plain"];
[_pfhId] call CBA_fnc_removePerFrameHandler;
};

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@ -15,19 +15,17 @@
*/
#include "script_component.hpp"
private ["_nearestEnemyPlayers", "_allNearestPlayers", "_oldUnit", "_leave"];
params ["_unit"];
// don't switch to original player units
if (!([_unit] call FUNC(isValidAi))) exitWith {};
// exit var
_leave = false;
private _leave = false;
if (GVAR(EnableSafeZone)) then {
_allNearestPlayers = [position _unit, GVAR(SafeZoneRadius)] call FUNC(nearestPlayers);
_nearestEnemyPlayers = [_allNearestPlayers, {((side GVAR(OriginalGroup)) getFriend (side _this) < 0.6) && !(_this getVariable [QGVAR(IsPlayerControlled), false])}] call EFUNC(common,filter);
private _allNearestPlayers = [position _unit, GVAR(SafeZoneRadius)] call FUNC(nearestPlayers);
private _nearestEnemyPlayers = [_allNearestPlayers, {((side GVAR(OriginalGroup)) getFriend (side _this) < 0.6) && !(_this getVariable [QGVAR(IsPlayerControlled), false])}] call EFUNC(common,filter);
if (count _nearestEnemyPlayers > 0) exitWith {
_leave = true;
@ -42,20 +40,28 @@ if (_leave) exitWith {
// should switch locality
// This doesn't work anymore, because one's now able to switch to units from a different side
//[_unit] joinSilent group player;
[[_unit, player], QUOTE({(_this select 0) setVariable [ARR_3(QUOTE(QGVAR(OriginalOwner)), owner (_this select 0), true)]; (_this select 0) setOwner owner (_this select 1)}), 1] call EFUNC(common,execRemoteFnc);
[
[_unit, player],
QUOTE({
(_this select 0) setVariable [ARR_3(QUOTE(QGVAR(OriginalOwner)), owner (_this select 0), true)];
(_this select 0) setOwner owner (_this select 1)
}),
1
] call EFUNC(common,execRemoteFnc);
[{
private ["_respawnEhId", "_oldOwner"];
params ["_args", "_pfhId"];
_args params ["_unit", "_oldUnit"];
[localize LSTRING(TryingToSwitch)] call EFUNC(common,displayTextStructured);
if (local _unit) exitWith {
_oldUnit setVariable [QGVAR(IsPlayerControlled), false, true];
_oldUnit setVariable [QGVAR(PlayerControlledName), "", true];
_respawnEhId = _unit getVariable [QGVAR(RespawnEhId), -1];
if (_respawnEhId != -1) then {
_oldUnit removeEventHandler ["Respawn", _respawnEhId];
private _killedEhId = _unit getVariable [QGVAR(KilledEhId), -1];
if (_killedEhId != -1) then {
_oldUnit removeEventHandler ["Killed", _killedEhId];
};
selectPlayer _unit;
@ -63,15 +69,22 @@ if (_leave) exitWith {
_unit setVariable [QGVAR(IsPlayerControlled), true, true];
_unit setVariable [QGVAR(PlayerControlledName), GVAR(OriginalName), true];
_respawnEhId = _unit addEventHandler ["Respawn", {
_killedEhId = _unit addEventHandler ["Killed", {
[GVAR(OriginalUnit), _this select 0] call FUNC(switchBack);
}];
_unit setVariable [QGVAR(RespawnEhId), _respawnEhId, true];
_unit setVariable [QGVAR(KilledEhId), _killedEhId, true];
// set owner back to original owner
_oldOwner = _oldUnit getVariable[QGVAR(OriginalOwner), -1];
private _oldOwner = _oldUnit getVariable[QGVAR(OriginalOwner), -1];
if (_oldOwner > -1) then {
[[_oldUnit, _oldOwner], QUOTE({(_this select 0) setOwner (_this select 1)}), 1] call EFUNC(common,execRemoteFnc);
[
[_oldUnit, _oldOwner],
QUOTE({
(_this select 0) setOwner (_this select 1)
}), 1
] call EFUNC(common,execRemoteFnc);
};
[localize LSTRING(SwitchedUnit)] call EFUNC(common,displayTextStructured);

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@ -1 +1 @@
#include "\z\ace\addons\switchunits\script_component.hpp"
#include "\z\ace\addons\switchunits\script_component.hpp"

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@ -13,6 +13,10 @@
<Italian>Cambia unità</Italian>
<Portuguese>Trocado de unidade</Portuguese>
</Key>
<Key ID="STR_ACE_SwitchUnits_TryingToSwitch">
<English>Trying to switch</English>
<German>Versuche zu Wechseln</German>
</Key>
<Key ID="STR_ACE_SwitchUnits_TooCloseToEnemy">
<English>This unit is too close to the enemy.</English>
<German>Diese Einheit ist zu nah am Feind.</German>

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@ -35,8 +35,13 @@ if (GVAR(LockVehicleInventory) && //if setting not enabled
playSound "ACE_Sound_Click";
//don't open the vehicles inventory
_handeled = true;
//Just opens a dummy groundContainer (so the player can still see their own inventory)
ACE_player action ["Gear", objNull];
// As of 1.54 the action needs to be delayed a frame to work, which used not to be the case
[{
TRACE_1("delaying a frame", ace_player);
//Just opens a dummy groundContainer (so the player can still see their own inventory)
ACE_player action ["Gear", objNull];
}, []] call EFUNC(common,execNextFrame);
};
_handeled

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@ -89,8 +89,8 @@ endif()
string(TIMESTAMP ACE_BUILDSTAMP "%Y-%m-%dT%H:%M:%SZ")
set(ACE_VERSION_MAJOR 3)
set(ACE_VERSION_MINOR 2)
set(ACE_VERSION_REVISION 0)
set(ACE_VERSION_MINOR 4)
set(ACE_VERSION_REVISION 1)
EXECUTE_PROCESS(COMMAND git rev-parse --verify HEAD
OUTPUT_VARIABLE T_ACE_VERSION_BUILD
OUTPUT_STRIP_TRAILING_WHITESPACE

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@ -5,6 +5,7 @@
#include <unordered_map>
#include <random>
#define GRAVITY 9.80665f
#define ABSOLUTE_ZERO_IN_CELSIUS -273.15f
#define KELVIN(t) (t - ABSOLUTE_ZERO_IN_CELSIUS)
@ -572,8 +573,8 @@ void __stdcall RVExtension(char *output, int outputSize, const char *function)
positionOffset[1] += cos(bulletDir + M_PI / 2) * horizontalDeflectionPartial;
}
double centripetalAccel = 2 * 0.0000729 * (bulletDatabase[index].muzzleVelocity / -32.2) * cos(bulletDatabase[index].latitude) * sin(bulletDir);
velocityOffset[2] -= centripetalAccel * deltaT;
double centripetalAccel = 2 * 0.0000729 * (bulletDatabase[index].muzzleVelocity) * cos(bulletDatabase[index].latitude) * sin(bulletDir);
velocityOffset[2] += centripetalAccel * deltaT;
double spinDrift = bulletDatabase[index].twistDirection * 0.0254 * 1.25 * (bulletDatabase[index].stabilityFactor + 1.2) * pow(TOF, 1.83);
double spinDriftPartial = spinDrift - bulletDatabase[index].spinDrift;

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@ -1,5 +1,9 @@
#pragma once
//_USE_MATH_DEFINES + cmath needs to be first or M_PI won't be defined in VS2015
#define _USE_MATH_DEFINES
#include <cmath>
#include "targetver.h"
#include <assert.h>
#include <stdio.h>
@ -11,7 +15,6 @@
#include <map>
#include <unordered_map>
#include <memory>
#include <cmath>
#include <cstdint>
#include <streambuf>
#include "ace_version.hpp"

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@ -54,6 +54,12 @@ class CfgWeapons {
ACE_ScopeAdjust_VerticalIncrement = 0.0;
ACE_ScopeAdjust_HorizontalIncrement = 0.5;
};
class rhs_acc_pso1m21: rhs_acc_sniper_base {
ACE_ScopeAdjust_Vertical[] = { 0, 0 };
ACE_ScopeAdjust_Horizontal[] = { -10, 10 };
ACE_ScopeAdjust_VerticalIncrement = 0.0;
ACE_ScopeAdjust_HorizontalIncrement = 0.5;
};
class Launcher_Base_F;
class rhs_weap_rpg7: Launcher_Base_F {
@ -79,4 +85,4 @@ class CfgWeapons {
ace_hearing_protection = 0.5;
ace_hearing_lowerVolume = 0.60;
};
};
};

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@ -139,7 +139,8 @@ class CfgAmmo
ace_frag_skip = 1;
ace_frag_force = 0;
};
class rhs_ammo_m69: GrenadeHand {
class GrenadeHand_stone;
class rhs_ammo_m69: GrenadeHand_stone {
ace_frag_enabled = 0;
ace_frag_skip = 1;
ace_frag_force = 0;

111
tools/config_validator.py Normal file
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@ -0,0 +1,111 @@
#!/usr/bin/env python3
#by PabstMirror - python script to verify all addons using MakePbo's lint checking and extFile Checking
#Arguments (eg: `config_validator.py full`):
#full dump full deRaped config of problem
#skipExt skips checking external file references
import os
import sys
import subprocess
import timeit
import time
######## GLOBALS #########
MAINPREFIX = "Z"
PREFIX = "ACE"
##########################
def Fract_Sec(s):
temp = float()
temp = float(s) / (60*60*24)
d = int(temp)
temp = (temp - d) * 24
h = int(temp)
temp = (temp - h) * 60
m = int(temp)
temp = (temp - m) * 60
sec = temp
return d,h,m,sec
def CheckPBO(p,makePboArgs,errors):
try:
subprocess.run([
"makepbo",
makePboArgs,
"-@={}\\{}\\addons\\{}".format(MAINPREFIX,PREFIX.rstrip("_"),p),
p,
"{}_{}.pbo".format(PREFIX,p)
], stdin=None, input=None, stdout=subprocess.PIPE, stderr=subprocess.PIPE, check=True)
except subprocess.CalledProcessError as e:
print("!! Problem With {} ret {} !!".format(p, e.returncode))
print(" stderr: {}".format(e.stderr))
errors.append(p)
else:
print(" Checked ok {}".format(p))
return
def fullDump(p):
try:
subprocess.run([
"makepbo",
"-PQGs", #Q Lint only - Gs Check external references and show deRap - P dont pause
"-@={}\\{}\\addons\\{}".format(MAINPREFIX,PREFIX.rstrip("_"),p),
p,
"{}_{}.pbo".format(PREFIX,p)
], stdin=None, input=None, check=True)
except subprocess.CalledProcessError as e:
input("Press Enter to continue...")
return
def main(argv):
print("""
####################
# ACE3 Config Check #
####################
""")
start_time = timeit.default_timer()
addonspath = os.path.join("P:\\",MAINPREFIX,PREFIX,"addons")
print("Switching to dir: {}".format(addonspath))
try:
os.chdir(addonspath)
except:
raise Exception("Failed to switch to addon dir on P:")
#Q Lint only - G Check external references - P dont pause (Gs) does full derap
makePboArgs = "-PQG"
if "skipExt" in argv:
print("Skipping External Files Check");
makePboArgs = "-PQ"
errors = []
for p in os.listdir(addonspath):
path = os.path.join(addonspath, p)
if not os.path.isdir(path):
continue
if p[0] == ".":
continue
CheckPBO(p,makePboArgs,errors)
d,h,m,s = Fract_Sec(timeit.default_timer() - start_time)
print("\n# Done with {0} errrors [took: {1:2}h {2:2}m {3:4.5f}s]".format(len(errors),h,m,s))
if (len(errors) > 0):
if "full" in argv:
input("Dumping Full DeRap: Press Enter to continue...")
for p in errors:
fullDump(p)
else:
print("use 'full' arg to show derap")
ret = len(errors)
print("return {}".format(ret))
return ret
if __name__ == "__main__":
main(sys.argv)

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@ -975,6 +975,18 @@ See the make.cfg file for additional build options.
print ("No cache found.")
cache = {}
# Check the ace build version (from main) with cached version - Forces a full rebuild when version changes
aceVersion = get_project_version()
cacheVersion = "None";
if 'cacheVersion' in cache:
cacheVersion = cache['cacheVersion']
if (aceVersion != cacheVersion):
cache = {}
print("Reseting Cache {0} to New Version {1}".format(cacheVersion, aceVersion))
cache['cacheVersion'] = aceVersion
if not os.path.isdir(os.path.join(release_dir, project, "addons")):
try:
os.makedirs(os.path.join(release_dir, project, "addons"))