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https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
Switch everything to use modelToWorldVisual instead of modelToWorld.
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6c4dda2dc8
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6541600d44
@ -94,7 +94,7 @@ if (_unit == _attachToVehicle) then { //Self Attachment
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_unit removeAction _actionID;
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if (GVAR(placeAction) == 1) then {
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_startingPosition = _tempObject modelToWorld [0,0,0];
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_startingPosition = _tempObject modelToWorldVisual [0,0,0];
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[_unit, _attachToVehicle, _itemClassname, _itemVehClass, _onAtachText, _startingPosition] call FUNC(placeApprove);
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};
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deleteVehicle _tempObject;
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@ -25,6 +25,6 @@ _itemName = [_args, 0, ""] call CBA_fnc_defaultParam;
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_attachLimit = [6, 1] select (_player == _attachToVehicle);
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_attachedObjects = _attachToVehicle getVariable [QGVAR(Objects), []];
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_playerPos = (ACE_player modelToWorld (ACE_player selectionPosition "pilot"));
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_playerPos = (ACE_player modelToWorldVisual (ACE_player selectionPosition "pilot"));
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(canStand _player) && {(_attachToVehicle distance _player) < 7} && {alive _attachToVehicle} && {(count _attachedObjects) < _attachLimit} && {_itemName in ((itemsWithMagazines _player) + [""])};
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@ -45,7 +45,7 @@ while {(_closeInMax - _closeInMin) > 0.01} do {
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// systemChat format ["Trying %1 from %2 start %3", _closeInDistance, [_closeInMax, _closeInMin], _startDistanceFromCenter];
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_endPosTestOffset = _startingOffset vectorAdd (_closeInUnitVector vectorMultiply _closeInDistance);
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_endPosTestOffset set [2, (_startingOffset select 2)];
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_endPosTest = _attachToVehicle modelToWorld _endPosTestOffset;
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_endPosTest = _attachToVehicle modelToWorldVisual _endPosTestOffset;
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_doesIntersect = false;
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{
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@ -37,7 +37,7 @@ _sounds = [
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QUOTE(PATHTO_R(sounds\zip_out.wav))
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];
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_position = _target modelToWorld (_target selectionPosition "Spine3");
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_position = _target modelToWorldVisual (_target selectionPosition "Spine3");
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_position = _position call EFUNC(common,positionToASL);
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playSound3D [
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@ -57,7 +57,7 @@ switch ((_type select 0)) do {
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};
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} else {
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_addedToPlayer = false;
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_pos = _unit modelToWorld [0,1,0.05];
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_pos = _unit modelToWorldVisual [0,1,0.05];
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_unit = createVehicle ["WeaponHolder_Single_F",_pos,[],0,"NONE"];
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_unit addWeaponCargoGlobal [_classname,1];
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_unit setPosATL _pos;
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@ -73,7 +73,7 @@ switch ((_type select 0)) do {
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};
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} else {
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_addedToPlayer = false;
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_pos = _unit modelToWorld [0,1,0.05];
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_pos = _unit modelToWorldVisual [0,1,0.05];
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_unit = createVehicle ["WeaponHolder_Single_F",_pos,[],0,"NONE"];
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_unit addMagazineCargoGlobal [_classname, 1];
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_unit setPosATL _pos;
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@ -89,7 +89,7 @@ switch ((_type select 0)) do {
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};
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} else {
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_addedToPlayer = false;
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_pos = _unit modelToWorld [0,1,0.05];
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_pos = _unit modelToWorldVisual [0,1,0.05];
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_unit = createVehicle ["WeaponHolder_Single_F",_pos,[],0,"NONE"];
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_unit addItemCargoGlobal [_classname,1];
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_unit setPosATL _pos;
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@ -242,10 +242,10 @@ _fnc_isInRange = {
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private ["_unitPosition", "_distance"];
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_unitPosition = getPos _unit;
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_distance = _unitPosition distance (_vehicle modelToWorld _selectionPosition);
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_distance = _unitPosition distance (_vehicle modelToWorldVisual _selectionPosition);
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if (!isNil "_selectionPosition2") then {
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_distance = _distance min (_unitPosition distance (_vehicle modelToWorld _selectionPosition2));
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_distance = _distance min (_unitPosition distance (_vehicle modelToWorldVisual _selectionPosition2));
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};
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_distance < _radius
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@ -27,11 +27,11 @@ _povDir = [0,0,0];
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if(_pov == "pip0_pos") then {
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_pipDir = ATLtoASL ( _vehicle modelToWorldVisual (_vehicle selectionPosition "pip0_dir" ) );
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_povDir = _povPos vectorDiff _pipDir;
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_povDir = _pipDir vectorDiff _povPos;
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} else {
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_gunBeginPos = ATLtoASL ( _vehicle modelToWorldVisual (_vehicle selectionPosition _gunBeg ) );
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_gunEndPos = ATLtoASL ( _vehicle modelToWorldVisual (_vehicle selectionPosition _gunEnd ) );
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_povDir = _gunEndPos vectorDiff _gunBeginPos;
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_povDir = _gunBeginPos vectorDiff _gunEndPos;
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};
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[_povPos, _povDir]
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@ -14,7 +14,7 @@ private ["_unit","_return","_aslPos"];
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_unit = _this select 0;
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_return = false;
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if ((surfaceIsWater getPos _unit)) then {
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_aslPos = _unit modelToWorld (_unit selectionPosition "head");
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_aslPos = _unit modelToWorldVisual (_unit selectionPosition "head");
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if ((_aslPos select 2) <= 0) then {
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_return = true;
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};
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@ -36,7 +36,7 @@ if (_target isKindOf "CAManBase") then {
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// add height offset of model
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private "_offset";
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_offset = (_target modelToWorld [0, 0, 0] select 2) - (_unit modelToWorld [0, 0, 0] select 2);
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_offset = (_target modelToWorldVisual [0, 0, 0] select 2) - (_unit modelToWorldVisual [0, 0, 0] select 2);
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_position = _position vectorAdd [0, 0, _offset];
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@ -25,7 +25,7 @@ _direction = _target getVariable [QGVAR(dragDirection), 0];
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// add height offset of model
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private "_offset";
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_offset = (_target modelToWorld [0, 0, 0] select 2) - (_unit modelToWorld [0, 0, 0] select 2);
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_offset = (_target modelToWorldVisual [0, 0, 0] select 2) - (_unit modelToWorldVisual [0, 0, 0] select 2);
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_position = _position vectorAdd [0, 0, _offset];
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@ -36,7 +36,7 @@ if (_carriedItem isKindOf "CAManBase") exitWith {false};
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private ["_position", "_maxHeight"];
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_position = getPosATL _carriedItem;
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_maxHeight = (_unit ModelToWorld [0,0,0]) select 2;
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_maxHeight = (_unit modelToWorldVisual [0,0,0]) select 2;
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_position set [2, ((_position select 2) + _scrollAmount min (_maxHeight + 1.5)) max _maxHeight];
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@ -19,7 +19,7 @@
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#include "script_component.hpp"
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EXPLODE_4_PVT(_this select 0,_unit,_i,_arr,_code);
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if ((_i mod 4) == 0) then {
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playSound3D [QUOTE(PATHTO_R(Data\Audio\DialTone.wss)), objNull, false, (_unit ModelToWorld [0,0.2,2]), 15,1,2.5];
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playSound3D [QUOTE(PATHTO_R(Data\Audio\DialTone.wss)), objNull, false, (_unit modelToWorldVisual [0,0.2,2]), 15,1,2.5];
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};
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ctrlSetText [1400,format["Calling%1",_arr select (_i - 4)]];
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@ -15,7 +15,7 @@
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* Placed explosive <OBJECT>
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*
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* Example:
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* _explosive = [player, player modelToWorld [0,0.5, 0.1], 134,
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* _explosive = [player, player modelToWorldVisual [0,0.5, 0.1], 134,
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* "SatchelCharge_Remote_Mag", "Command", []] call ACE_Explosives_fnc_placeExplosive;
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*
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* Public: Yes
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@ -28,15 +28,15 @@ if((count _this) > 2) then {
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_pos = _this select 2;
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} else {
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if(typeName (_actionData select 7) == "ARRAY") then {
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_pos = _object modelToWorld (_actionData select 7);
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_pos = _object modelToWorldVisual (_actionData select 7);
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} else {
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if ((_actionData select 7) == "weapon") then {
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// Craft a suitable position for weapon interaction
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_weaponDir = _object weaponDirection currentWeapon _object;
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_ref = _weaponDir call EFUNC(common,createOrthonormalReference);
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_pos = (_object modelToWorld (_object selectionPosition "righthand")) vectorAdd ((_ref select 2) vectorMultiply 0.1);
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_pos = (_object modelToWorldVisual (_object selectionPosition "righthand")) vectorAdd ((_ref select 2) vectorMultiply 0.1);
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} else {
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_pos = _object modelToWorld (_object selectionPosition (_actionData select 7));
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_pos = _object modelToWorldVisual (_object selectionPosition (_actionData select 7));
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};
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};
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// Compensate for movement during the frame to get rid of jittering
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@ -45,7 +45,7 @@ if((count _this) > 2) then {
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// For non-self actions, exit if the action is too far away
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if (GVAR(openedMenuType) == 0 && vehicle ACE_player == ACE_player &&
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{(ACE_player modelToWorld (ACE_player selectionPosition "pilot")) distance _pos >= _distance}) exitWith {false};
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{(ACE_player modelToWorldVisual (ACE_player selectionPosition "pilot")) distance _pos >= _distance}) exitWith {false};
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// Exit if the action is behind you
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_sPos = if (count _pos != 2) then {
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@ -19,7 +19,7 @@ if(!(isNil "ACE_LASERS")) then {
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{
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if(!(isNull _x)) then {
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_sensorPos = ATLtoASL(_missile modelToWorld _offset);
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_sensorPos = ATLtoASL(_missile modelToWorldVisual _offset);
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_vectorTo = [_sensorPos, ([_x] call FUNC(getPosASL))] call BIS_fnc_vectorFromXToY;
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_polarTo = _vectorTo call CBA_fnc_vect2polar;
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_dir = _polarTo select 1;
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@ -47,6 +47,8 @@ FUNC(laserHudDesignatePFH) = {
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_povPos = _turretInfo select 0;
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_povDir = _turretInfo select 1;
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_result = [_povPos, _povDir] call EFUNC(laser,shootCone);
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if((count _result) > 0) then {
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_resultPositions = _result select 2;
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@ -81,7 +83,7 @@ FUNC(laserHudDesignatePFH) = {
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{
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private["_position"];
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_position = _x select 0;
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drawLine3d [_povPos, _position, [0,0,1,1] ];
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drawLine3d [ASLToATL _povPos, ASLToATL _position, [0,0,1,1] ];
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} forEach _resultPositions;
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#endif
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};
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@ -3,7 +3,7 @@
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EXPLODE_3_PVT(_this,_unit,_range,_isGreen);
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_p0Pos = _unit modelToWorld (_unit selectionPosition "righthand");
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_p0Pos = _unit modelToWorldVisual (_unit selectionPosition "righthand");
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// Convert _p0Pos to ASL
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_p0 = + _p0Pos;
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@ -37,7 +37,7 @@ _medicalFacility =
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"USMC_WarfareBFieldhHospital"
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];
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_objects = (lineIntersectsWith [_unit modelToWorld [0, 0, (_eyePos select 2)], _unit modelToWorld [0, 0, (_eyePos select 2) +10], _unit]);
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_objects = (lineIntersectsWith [_unit modelToWorldVisual [0, 0, (_eyePos select 2)], _unit modelToWorldVisual [0, 0, (_eyePos select 2) +10], _unit]);
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{
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if (((typeOf _x) in _medicalFacility) || (_x getVariable [QGVAR(isMedicalFacility),false])) exitwith {
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_isInBuilding = true;
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@ -83,7 +83,7 @@ FUNC(guidance_DIRECT_LOAL_PFH) = {
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if(accTime > 0) then {
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_outVector = [_dagr, [_xVec, _yVec, _zVec], [_yaw, 1/accTime, _pitch]] call FUNC(translateToModelSpace);
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// _outVector = _dagr modelToWorld [_yaw, 1, _pitch];
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// _outVector = _dagr modelToWorldVisual [_yaw, 1, _pitch];
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// _outVector = ATLtoASL _outVector;
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_vectorTo = _dagrPos vectorFromTo _outVector;
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@ -73,7 +73,7 @@ FUNC(guidance_LGB_LOAL_PFH) = {
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if(accTime > 0) then {
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_outVector = [_lgb, [_xVec, _yVec, _zVec], [_yaw, 1/accTime, _pitch]] call FUNC(translateToModelSpace);
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// _outVector = _lgb modelToWorld [_yaw, 1, _pitch];
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// _outVector = _lgb modelToWorldVisual [_yaw, 1, _pitch];
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// _outVector = ATLtoASL _outVector;
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_vectorTo = _lgbPos vectorFromTo _outVector;
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@ -21,7 +21,7 @@ private ["_unit", "_anim", "_pos"];
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_unit = _this select 0;
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_anim = _this select 1;
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_pos = _unit modelToWorld (_unit selectionPosition "camera");
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_pos = _unit modelToWorldVisual (_unit selectionPosition "camera");
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[_unit, "AmovPknlMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
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_pos = _pos vectorDiff (_unit selectionPosition "camera");
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@ -18,7 +18,7 @@ EXPLODE_3_PVT(_this,_unit,_vehicle,_weapon);
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private ["_weaponPos", "_weaponDir", "_weaponPosDown"];
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_weaponPos = ATLtoASL (_unit modelToWorld (_unit selectionPosition "RightHand"));
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_weaponPos = ATLtoASL (_unit modelToWorldVisual (_unit selectionPosition "RightHand"));
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_weaponDir = _unit weaponDirection _weapon;
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_weaponPosDown = _weaponPos vectorAdd [0,0,-MAXHEIGHT];
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@ -26,7 +26,7 @@ if (count _sound < 3) then {_sound pushBack 1};
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if (count _sound < 4) then {_sound pushBack 0};
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private "_position";
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_position = _unit modelToWorld (_unit selectionPosition "RightHand");
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_position = _unit modelToWorldVisual (_unit selectionPosition "RightHand");
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_position set [2, (_position select 2) + ((getPosASLW _unit select 2) - (getPosATL _unit select 2) max 0)];
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playSound3D [_sound select 0, objNull, false, _position, _sound select 1, _sound select 2, _sound select 3];
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@ -27,7 +27,7 @@ if (count _sound < 4) then {_sound pushBack 0};
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private "_position";
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_position = _unit modelToWorld (_unit selectionPosition "RightHand");
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_position = _unit modelToWorldVisual (_unit selectionPosition "RightHand");
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_position set [2, (_position select 2) + ((getPosASLW _unit select 2) - (getPosATL _unit select 2) max 0)];
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playSound3D [_sound select 0, objNull, false, _position, _sound select 1, _sound select 2, _sound select 3];
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