delete old resting, farewell

This commit is contained in:
commy2 2015-03-28 11:19:39 +01:00
parent 86e5896c73
commit 6c8064097f
20 changed files with 0 additions and 1846 deletions

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z\ace\addons\resting

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class Extended_PreInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preInit));
};
};
class Extended_PostInit_EventHandlers {
class ADDON {
init = QUOTE( call COMPILE_FILE(XEH_postInit) );
};
};

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class CfgSounds {
class GVAR(rest)
{
name=QGVAR(rest);
sound[]={QUOTE(PATHTOF(sounds\weaponrest_rest.wav)),1,1};
titles[]={};
};
class GVAR(unrest)
{
name=QGVAR(unrest);
sound[]={QUOTE(PATHTOF(sounds\weaponrest_unrest.wav)),1,1};
titles[]={};
};
};

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class CfgWeapons {
class Rifle_Long_Base_F;
class arifle_MX_Base_F;
class arifle_MX_SW_F : arifle_MX_Base_F {
ACE_Bipod = 1;
};
class LMG_Mk200_F : Rifle_Long_Base_F {
ACE_Bipod = 1;
};
class LMG_Zafir_F: Rifle_Long_Base_F {
ACE_Bipod = 1;
};
class LRR_base_F : Rifle_Long_Base_F {
ACE_Bipod = 1;
};
class GM6_base_F : Rifle_Long_Base_F {
ACE_Bipod = 1;
};
};

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ace_resting
===========
Introduces weapon resting and bipod deployment, allowing the player to increase the stability of his weapon.
## Maintainers
The people responsible for merging changes to this component or answering potential questions.
- [KoffeinFlummi](https://github.com/KoffeinFlummi)
- [commy2](https://github.com/commy2)

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// by esteldunedain
#include "script_component.hpp"
if !(hasInterface) exitWith {};
// Add keybinds
["ACE3", QGVAR(RestWeapon), localize "STR_ACE_Resting_RestWeapon",
{
// Conditions: canInteract
if !([ACE_player, objNull, []] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !([ACE_player] call EFUNC(common,canUseWeapon) &&
{inputAction 'reloadMagazine' == 0} &&
{!weaponLowered ACE_player} &&
{speed ACE_player < 1}) exitWith {false};
// Statement
[ACE_player, vehicle ACE_player, currentWeapon ACE_player] call FUNC(restWeapon);
// Return false so it doesn't block other actions
false
},
{false},
[15, [false, false, false]], false] call cba_fnc_addKeybind;

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#include "script_component.hpp"
ADDON = false;
PREP(getIntersection);
PREP(hasBipod);
PREP(pfhCheckRest);
PREP(restWeapon);
PREP(unRestWeapon);
ADDON = true;

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#include "script_component.hpp"
class CfgPatches {
class ADDON {
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_common"};
author[] = {"KoffeinFlummi", "TaoSensai", "esteldunedain"};
authorUrl = "https://github.com/KoffeinFlummi/";
VERSION_CONFIG;
};
};
#include "CfgEventHandlers.hpp"
#include "CfgWeapons.hpp"
#include "CfgMoves.hpp"
#include "CfgSounds.hpp"

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/*
* Author: KoffeinFlummi, edited by commy2 and esteldunedain
*
* Prepares intersects
*
* Arguments:
* 0: unit
* 1: vehicle
* 2: weapon
*
* Return Values:
* [_intersectsMiddle, _intersectsLeft, _intersectsRight, _intersectsDown]
*
*/
#include "script_component.hpp"
EXPLODE_3_PVT(_this,_unit,_vehicle,_weapon);
private ["_weaponPos", "_weaponDir", "_weaponPosDown"];
_weaponPos = ATLtoASL (_unit modelToWorld (_unit selectionPosition "RightHand"));
_weaponDir = _unit weaponDirection _weapon;
_weaponPosDown = _weaponPos vectorAdd [0,0,-MAXHEIGHT];
private ["_checkPosMiddle", "_checkPosLeft", "_checkPosRight", "_checkPosDown"];
_checkPosMiddle = [
(_weaponPos select 0) + MAXDISTANCE * (_weaponDir select 0),
(_weaponPos select 1) + MAXDISTANCE * (_weaponDir select 1),
(_weaponPos select 2) + MAXDISTANCE * (_weaponDir select 2)
];
_checkPosLeft = [
(_weaponPos select 0) + MAXDISTANCE * sin (((_weaponDir select 0) atan2 (_weaponDir select 1)) + 360 - MAXANGLE),
(_weaponPos select 1) + MAXDISTANCE * cos (((_weaponDir select 0) atan2 (_weaponDir select 1)) + 360 - MAXANGLE),
(_weaponPos select 2) + MAXDISTANCE * (_weaponDir select 2)
];
_checkPosRight = [
(_weaponPos select 0) + MAXDISTANCE * sin (((_weaponDir select 0) atan2 (_weaponDir select 1)) + MAXANGLE),
(_weaponPos select 1) + MAXDISTANCE * cos (((_weaponDir select 0) atan2 (_weaponDir select 1)) + MAXANGLE),
(_weaponPos select 2) + MAXDISTANCE * (_weaponDir select 2)
];
_checkPosDown = [
(_weaponPos select 0) + MAXDISTANCE * (_weaponDir select 0),
(_weaponPos select 1) + MAXDISTANCE * (_weaponDir select 1),
(_weaponPos select 2) + MAXDISTANCE * (_weaponDir select 2) - MAXHEIGHT
];
/* UNCOMMENT THIS FOR DEBUGGING
weaponPos = ASLtoATL _weaponPos;
weaponPosDown = ASLtoATL _weaponPosDown;
checkPosMiddle = ASLtoATL _checkPosMiddle;
checkPosLeft = ASLtoATL _checkPosLeft;
checkPosRight = ASLtoATL _checkPosRight;
checkPosDown = ASLtoATL _checkPosDown;
onEachFrame {
drawLine3D [weaponPos, checkPosMiddle, [1,0,0,1]];
drawLine3D [weaponPos, checkPosLeft, [1,0,0,1]];
drawLine3D [weaponPos, checkPosRight, [1,0,0,1]];
drawLine3D [weaponPosDown, checkPosDown, [1,0,0,1]];
};*/
private ["_intersectsMiddle", "_intersectsLeft", "_intersectsRight", "_intersectsDown"];
_intersectsMiddle = lineIntersects [_weaponPos, _checkPosMiddle];
_intersectsLeft = lineIntersects [_weaponPos, _checkPosLeft];
_intersectsRight = lineIntersects [_weaponPos, _checkPosRight];
_intersectsDown = lineIntersects [_weaponPos, _checkPosDown] || {terrainIntersectASL [_weaponPosDown, _checkPosDown]};
[_intersectsMiddle, _intersectsLeft, _intersectsRight, _intersectsDown]

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/*
* Author: Commy2
*
* Check if the weapon has a bipod
*
* Arguments:
* 0: weapon
*
* Return Values:
* Boolean
*
*/
#include "script_component.hpp"
EXPLODE_1_PVT(_this,_weapon);
private ["_config"];
_config = configFile >> "CfgWeapons" >> _weapon;
getNumber (_config >> "ACE_Bipod") == 1 ||
getNumber (_config >> "AGM_Bipod") == 1 ||
{getNumber (_config >> "tmr_autorest_deployable") == 1}

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/*
* Author: KoffeinFlummi, edited by commy2 and esteldunedain
*
* PFH that check for player moving away, changing weapon, etc
* and unrests the weapon if necessary
*
* Arguments:
* 0: unit
* 1: vehicle
* 2: weapon
* 3: rested position
*
* Return Values:
* None
*
*/
#include "script_component.hpp"
EXPLODE_2_PVT(_this,_params,_pfhId);
EXPLODE_4_PVT(_params,_unit,_vehicle,_weapon,_restedPosition);
if !(_unit getVariable ["ACE_weaponRested", false]) exitWith {
[_pfhId] call cba_fnc_removePerFrameHandler;
};
private ["_intersects"];
_intersects = _params call FUNC(getIntersection);
if (
_unit != ACE_player
|| {_vehicle != vehicle _unit}
|| {inputAction "reloadMagazine" != 0}
|| {weaponLowered _unit}
|| {speed _unit > 1}
|| {currentWeapon _unit != _weapon}
|| {getPosASL _unit distanceSqr _restedPosition > 1}
|| {!(true in _intersects)}
) exitWith {
[_pfhId] call cba_fnc_removePerFrameHandler;
[_unit, _vehicle, _weapon] call FUNC(unRestWeapon);
};

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/*
* Author: KoffeinFlummi, edited by commy2 and esteldunedain
*
* Rests the player's weapon if possible.
*
* Arguments:
* None
*
* Return Values:
* None
*
*/
#include "script_component.hpp"
EXPLODE_3_PVT(_this,_unit,_vehicle,_weapon);
if (_weapon != primaryWeapon _unit) exitWith {};
if (_unit getVariable ["ACE_weaponRested", false]) exitWith {_this call FUNC(unRestWeapon)};
// exit if this is not an available animation
if (!isClass (configFile >> "CfgMovesMaleSdr" >> "States" >> format ["%1_ace_deploy", animationState _unit])) exitWith {};
// CHECK FOR APPROPRIATE SURFACE
private "_intersects";
_intersects = _this call FUNC(getIntersection);
if (true in _intersects) then {
_unit setVariable ["ACE_weaponRested", true];
if (_unit == ACE_PLAYER) then {
[QGVAR(bipodDeployed), true, QUOTE(PATHTOF(data\icons\icon_bipod.paa)), [1,1,1,1], -1] call EFUNC(common,displayIcon);
};
private "_restedPosition";
_restedPosition = getPosASL _unit;
// REST THE WEAPON
addCamShake CAMSHAKE;
playSound QGVAR(rest);
if ([_weapon] call FUNC(hasBipod) && {_intersects select 3}) then {
_unit setVariable ["ACE_bipodDeployed", true];
_unit setUnitRecoilCoefficient (BIPODRECOIL * unitRecoilCoefficient _unit);
//[_unit, format ["%1_ace_deploy", animationState _unit], 2] call EFUNC(common,doAnimation);
_unit switchMove format ["%1_ace_deploy", animationState _unit];
private "_picture";
_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
[localize "STR_ACE_Resting_BipodDeployed", _picture] call EFUNC(common,displayTextPicture);
} else {
_unit setVariable ["ACE_bipodDeployed", false];
_unit setUnitRecoilCoefficient (RESTEDRECOIL * unitRecoilCoefficient _unit);
//[_unit, format ["%1_ace_rested", animationState _unit], 2] call EFUNC(common,doAnimation);
_unit switchMove format ["%1_ace_rested", animationState _unit];
private "_picture";
_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
[localize "STR_ACE_Resting_WeaponRested", _picture] call EFUNC(common,displayTextPicture);
};
// Launch a PFH to check for player moving away, changing weapon, etc
[FUNC(pfhCheckRest), 0.2, [_unit, _vehicle, _weapon, _restedPosition] ] call CBA_fnc_addPerFrameHandler;
};

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/*
* Author: KoffeinFlummi, edited by commy2 and esteldunedain
*
* Un Rests the player's weapon
*
* Arguments:
* 0: unit
* 1: vehicle
* 2: weapon
*
* Return Values:
* None
*
*/
#include "script_component.hpp"
EXPLODE_3_PVT(_this,_unit,_vehicle,_weapon);
addCamShake CAMSHAKE;
private "_animation";
_animation = animationState _unit;
if (_unit getVariable ["ACE_bipodDeployed", false]) then {
_unit setUnitRecoilCoefficient (unitRecoilCoefficient _unit / BIPODRECOIL);
if (_animation find "_ace_deploy" != -1) then {
//[_unit, [_animation, "_ace_deploy", ""] call CBA_fnc_replace, 2] call EFUNC(common,doAnimation);
_unit switchMove ([_animation, "_ace_deploy", ""] call CBA_fnc_replace);
};
private "_picture";
_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
[localize "STR_ACE_Resting_BipodUndeployed", _picture] call EFUNC(common,displayTextPicture);
} else {
_unit setUnitRecoilCoefficient (unitRecoilCoefficient _unit / RESTEDRECOIL);
if (_animation find "_ace_rested" != -1) then {
//[_unit, [_animation, "_ace_rested", ""] call CBA_fnc_replace, 2] call EFUNC(common,doAnimation);
_unit switchMove ([_animation, "_ace_rested", ""] call CBA_fnc_replace);
};
private "_picture";
_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
[localize "STR_ACE_Resting_WeaponLifted", _picture] call EFUNC(common,displayTextPicture);
};
playSound QGVAR(unrest);
_unit setVariable ["ACE_weaponRested", false];
_unit setVariable ["ACE_bipodDeployed", false];
if (_unit == ACE_PLAYER) then {
[QGVAR(bipodDeployed), false, "", [1,1,1,1], -1] call EFUNC(common,displayIcon);
};

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#include "\z\ace\addons\resting\script_component.hpp"

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#define COMPONENT resting
#include "\z\ace\Addons\main\script_mod.hpp"
#ifdef DEBUG_ENABLED_RESTING
#define DEBUG_MODE_FULL
#endif
#ifdef DEBUG_SETTINGS_RESTING
#define DEBUG_SETTINGS DEBUG_SETTINGS_RESTING
#endif
#include "\z\ace\Addons\main\script_macros.hpp"
#define RESTEDRECOIL 0.6
#define BIPODRECOIL 0.3
#define MAXDISTANCE 1
#define MAXANGLE 15
#define MAXHEIGHT 0.45
#define CAMSHAKE [1,0.5,5]

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<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Resting">
<Key ID="STR_ACE_Resting_RestWeapon">
<English>Rest Weapon</English>
<German>Waffe auflegen</German>
<Spanish>Apoyar el arma</Spanish>
<Polish>Oprzyj broń</Polish>
<Czech>Zapřít zbraň</Czech>
<French>Appuyer l'arme</French>
<Russian>Зафиксировать оружие</Russian>
<Hungarian>Fegyver kitámasztása</Hungarian>
<Portuguese>Apoiar Arma</Portuguese>
<Italian>Appoggia l'arma</Italian>
</Key>
<Key ID="STR_ACE_Resting_BipodDeployed">
<English>Bipod deployed</English>
<German>Zweibein ausgeklappt</German>
<Spanish>Bípode desplegado</Spanish>
<Polish>Dwójnóg rozstawiony</Polish>
<Czech>Dvojnožka rozložena</Czech>
<French>Bipied déployé</French>
<Russian>Сошки установлены</Russian>
<Hungarian>Állványon</Hungarian>
<Portuguese>Bipé apoiado</Portuguese>
<Italian>Bipiede appoggiato</Italian>
</Key>
<Key ID="STR_ACE_Resting_WeaponRested">
<English>Weapon rested</English>
<German>Waffe aufgelegt</German>
<Spanish>Arma apoyada</Spanish>
<Polish>Broń oparta</Polish>
<Czech>Zbraň zapřena</Czech>
<French>Arme appuyée</French>
<Russian>Оружие зафиксировано</Russian>
<Hungarian>Fegyver kitámasztva</Hungarian>
<Portuguese>Arma apoiada</Portuguese>
<Italian>Arma appoggiata</Italian>
</Key>
<Key ID="STR_ACE_Resting_BipodUndeployed">
<English>Bipod undeployed</English>
<German>Zweibein eingeklappt</German>
<Spanish>Bípode plegado</Spanish>
<Polish>Dwójnóg złożony</Polish>
<Czech>Dvojnožka rozložena</Czech>
<French>Bipied replié</French>
<Russian>Сошки убраны</Russian>
<Hungarian>Állvány csukva</Hungarian>
<Portuguese>Bipé recolhido</Portuguese>
<Italian>Bipiede richiuso</Italian>
</Key>
<Key ID="STR_ACE_Resting_WeaponLifted">
<English>Weapon lifted</English>
<German>Waffe gehoben</German>
<Spanish>Arma levantada</Spanish>
<Polish>Broń podniesiona</Polish>
<Czech>Zbraň zdvihnuta</Czech>
<French>Arme relevée</French>
<Russian>Оружие не зафиксировано</Russian>
<Hungarian>Fegyver nincs támasztva</Hungarian>
<Portuguese>Arma levantada</Portuguese>
<Italian>Arma sollevata</Italian>
</Key>
</Package>
</Project>