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code cleanup, default laser parameters, getVariable self designation specifics.
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@ -25,6 +25,10 @@ PREP(laser_init);
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PREP(laserTargetPFH);
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ACE_LASERS = [];
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// Laser default variables
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ACE_DEFAULT_LASER_CODE = 1001;
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ACE_DEFAULT_LASER_WAVELENGTH = 1550;
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ACE_DEFAULT_LASER_BEAMSPREAD = 1;
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GVAR(laserEmitters) = HASH_CREATE;
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@ -1,32 +0,0 @@
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class RscPicture;
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class RscText;
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class RscControlsGroupNoScrollbars;
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/* This disables air radar. We need to make this a seperate HUD addon
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class RscInGameUI
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{
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class RscUnitInfo
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{
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class CA_Radar: RscControlsGroupNoScrollbars
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{
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class controls
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{
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class CA_RadarBackground: RscPicture {
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colorText[] = {0,0,0,0};
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text = "";
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};
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class CA_RadarIcon: RscPicture {
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colorText[] = {0,0,0,0};
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};
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class CA_Heading: RscText {
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colorText[] = {0,0,0,0};
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};
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};
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};
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};
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};
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class CfgInGameUI
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{
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};
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*/
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@ -8,12 +8,6 @@ class CfgVehicles {
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class Turrets {
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class MainTurret;
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};
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// TODO: move these to a different HUD addon
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// commanderCanSee = 2+32;
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// gunnerCanSee = 2+32;
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// driverCanSee = 2+32;
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};
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class Helicopter_Base_F: Helicopter {};
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@ -10,8 +10,6 @@ class CfgPatches {
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};
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};
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#include "CfgUI.hpp"
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#include "CfgEventhandlers.hpp"
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#include "CfgWeapons.hpp"
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#include "CfgVehicles.hpp"
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@ -61,13 +61,19 @@ FUNC(laserHudDesignatePFH) = {
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_this set[0, _args];
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};
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private ["_laserTarget", "_handle", "_vehicle", "_laserUuid"];
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private ["_laserTarget", "_handle", "_vehicle", "_laserUuid", "_waveLength", "_beamSpread", "_laserCode"];
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if(!GVAR(active)) then {
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GVAR(active) = true;
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TRACE_1("Activating laser", "");
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_laserUuid = [(vehicle ACE_player), ACE_player, QFUNC(findLaserSource), 1550, 1001, 1] call EFUNC(laser,laserOn);
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// Get the self-designation variables, or use defaults
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_laserCode = (vehicle ACE_player) getVariable[QGVAR(currentCode), ACE_DEFAULT_LASER_CODE];
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_waveLength = (vehicle ACE_player) getVariable[QGVAR(currentWaveLength), ACE_DEFAULT_LASER_WAVELENGTH];
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_beamSpread = (vehicle ACE_player) getVariable[QGVAR(currentBeamSpread), ACE_DEFAULT_LASER_BEAMSPREAD];
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_laserUuid = [(vehicle ACE_player), ACE_player, QFUNC(findLaserSource), _waveLength, _laserCode, _beamSpread] call EFUNC(laser,laserOn);
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// @TODO: Create the local target for the players side
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// @TODO: Nou gets to field all tickets about missing lasers.
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