Remove ace_recoil (#271)

This commit is contained in:
esteldunedain 2015-04-04 00:25:44 -03:00
parent a5ff34e1d8
commit 99a90bf539
9 changed files with 0 additions and 521 deletions

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z\ace\addons\recoil

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class Extended_PreInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preInit) );
};
};
class Extended_FiredBis_EventHandlers {
class CAManBase {
class ADDON {
clientFiredBis = QUOTE(if (_this select 0 == ACE_player) then {_this call FUNC(camShake); _this call FUNC(burstDispersion);};);
};
};
class Tank {
class ADDON {
clientFiredBis = QUOTE(if (_this select 0 == vehicle ACE_player) then {_this call FUNC(camShake);};);
};
};
class Car {
class ADDON {
clientFiredBis = QUOTE(if (_this select 0 == vehicle ACE_player) then {_this call FUNC(camShake);};);
};
};
class Helicopter {
class ADDON {
clientFiredBis = QUOTE(if (_this select 0 == vehicle ACE_player) then {_this call FUNC(camShake);};);
};
};
class Plane {
class ADDON {
clientFiredBis = QUOTE(if (_this select 0 == vehicle ACE_player) then {_this call FUNC(camShake);};);
};
};
class Ship_F {
class ADDON {
clientFiredBis = QUOTE(if (_this select 0 == vehicle ACE_player) then {_this call FUNC(camShake);};);
};
};
class StaticWeapon {
class ADDON {
clientFiredBis = QUOTE(if (_this select 0 == vehicle ACE_player) then {_this call FUNC(camShake);};);
};
};
};

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ace_recoil
==========
Overhauls the vanilla recoil, reducing muzzle climb while increasing kickback.
## 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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#include "script_component.hpp"
ADDON = false;
PREP(burstDispersion);
PREP(camShake);
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", "commy2"};
authorUrl = "https://github.com/Taosenai/tmr";
VERSION_CONFIG;
};
};
#include "CfgEventHandlers.hpp"
// DOC: http://forums.bistudio.com/showthread.php?94464-explaining-the-cfgRecoils-array
class CfgRecoils {
#define KICKBACK 0.07
#define KICKBACKPRONE 0.05
#define MUZZLECLIMB 0.01
#define MUZZLERECOVERY -0.004
// BASE RECOILS
pistolBase[] = {0,0.8*KICKBACK,0.9*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.9*MUZZLERECOVERY, 0.3,0,0};
subMachineGunBase[] = {0,0.5*KICKBACK,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
assaultRifleBase[] = {0,1*KICKBACK,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
machinegunBase[] = {0,1*KICKBACK,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
launcherBase[] = {0,0,0};
// PISTOLS
recoil_pistol_light[] = {0,0.8*KICKBACK,0.9*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.9*MUZZLERECOVERY, 0.3,0,0};
recoil_pistol_heavy[] = {0,1.1*KICKBACK,1.4*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.4*MUZZLERECOVERY, 0.3,0,0};
recoil_prone_pistol_light[] = {0,0.8*KICKBACKPRONE,0.9*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.9*MUZZLERECOVERY, 0.3,0,0};
recoil_prone_pistol_heavy[] = {0,1.1*KICKBACKPRONE,1.4*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.4*MUZZLERECOVERY, 0.3,0,0};
// SUBMACHINE GUNS
recoil_single_smg_01[] = {0,0.5*KICKBACK,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_burst_smg_01[] = {0,0.5*KICKBACK,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_smg_01[] = {0,0.5*KICKBACK,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_single_prone_smg_01[] = {0,0.5*KICKBACKPRONE,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_burst_prone_smg_01[] = {0,0.5*KICKBACKPRONE,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_prone_smg_01[] = {0,0.5*KICKBACKPRONE,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_single_smg_02[] = {0,0.5*KICKBACK,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_burst_smg_02[] = {0,0.5*KICKBACK,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_smg_02[] = {0,0.5*KICKBACK,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_single_prone_smg_02[] = {0,0.5*KICKBACKPRONE,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_burst_prone_smg_02[] = {0,0.5*KICKBACKPRONE,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_prone_smg_02[] = {0,0.5*KICKBACKPRONE,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_single_pdw[] = {0,0.5*KICKBACK,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_burst_pdw[] = {0,0.5*KICKBACK,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_pdw[] = {0,0.5*KICKBACK,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_single_prone_pdw[] = {0,0.5*KICKBACKPRONE,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_burst_prone_pdw[] = {0,0.5*KICKBACKPRONE,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_prone_pdw[] = {0,0.5*KICKBACKPRONE,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
// ASSAULT RIFLES
recoil_single_mx[] = {0,1*KICKBACK,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_mx[] = {0,1*KICKBACK,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
recoil_single_prone_mx[] = {0,1*KICKBACKPRONE,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_prone_mx[] = {0,1*KICKBACKPRONE,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
recoil_single_ktb[] = {0,1*KICKBACK,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_ktb[] = {0,1*KICKBACK,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
recoil_single_prone_ktb[] = {0,1*KICKBACKPRONE,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_prone_ktb[] = {0,1*KICKBACKPRONE,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
recoil_single_mk20[] = {0,0.8*KICKBACK,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_mk20[] = {0,0.8*KICKBACK,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
recoil_single_prone_mk20[] = {0,0.8*KICKBACKPRONE,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_prone_mk20[] = {0,0.8*KICKBACKPRONE,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
recoil_single_trg[] = {0,0.8*KICKBACK,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_trg[] = {0,0.8*KICKBACK,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
recoil_single_prone_trg[] = {0,0.8*KICKBACKPRONE,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_prone_trg[] = {0,0.8*KICKBACKPRONE,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
recoil_single_sdar[] = {0,0.8*KICKBACK,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_sdar[] = {0,0.8*KICKBACK,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
recoil_single_prone_sdar[] = {0,0.8*KICKBACKPRONE,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_prone_sdar[] = {0,0.8*KICKBACKPRONE,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
// MACHINE GUNS
recoil_single_mk200[] = {0,1*KICKBACK,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_mk200[] = {0,1*KICKBACK,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
recoil_single_prone_mk200[] = {0,1*KICKBACKPRONE,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_prone_mk200[] = {0,1*KICKBACKPRONE,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
recoil_single_zafir[] = {0,1.5*KICKBACK,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_zafir[] = {0,1.5*KICKBACK,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
recoil_single_prone_zafir[] = {0,1.5*KICKBACKPRONE,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_prone_zafir[] = {0,1.5*KICKBACKPRONE,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
// PRECISION RIFLES
recoil_single_dmr[] = {0,1.5*KICKBACK,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_dmr[] = {0,1.5*KICKBACK,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
recoil_single_prone_dmr[] = {0,1.5*KICKBACKPRONE,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_prone_dmr[] = {0,1.5*KICKBACKPRONE,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
recoil_single_ebr[] = {0,1.5*KICKBACK,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_ebr[] = {0,1.5*KICKBACK,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
recoil_single_prone_ebr[] = {0,1.5*KICKBACKPRONE,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
recoil_auto_prone_ebr[] = {0,1.5*KICKBACKPRONE,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
recoil_single_gm6[] = {0,2.5*KICKBACK,2.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,2.5*MUZZLERECOVERY, 0.3,0,0};
recoil_single_prone_gm6[] = {0,2.5*KICKBACKPRONE,2.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,2.5*MUZZLERECOVERY, 0.3,0,0};
// LAUNCHERS
recoil_single_law[] = {0,0,0};
recoil_single_nlaw[] = {0,0,0};
recoil_single_titan[] = {0,0,0};
};
class CfgCameraShake {
// Seems to be ignored by Arma
defaultCaliberCoefWeaponFire = 0;
};
// Completely disable BI's camshake on fire.
class CfgMovesBasic {
class Default {
camShakeFire = 0;
};
};
class CfgMovesMaleSdr : CfgMovesBasic {
class States {
class AmovPercMstpSlowWrflDnon;
class AmovPknlMstpSlowWrflDnon : AmovPercMstpSlowWrflDnon {
camShakeFire = 0;
};
class AmovPercMstpSrasWrflDnon;
class AmovPpneMstpSrasWrflDnon : AmovPercMstpSrasWrflDnon {
camShakeFire = 0;
};
class AmovPknlMstpSrasWlnrDnon : Default {
camShakeFire = 0;
};
class AmovPknlMrunSlowWrflDf;
class AmovPknlMtacSlowWrflDf : AmovPknlMrunSlowWrflDf {
camShakeFire = 0;
};
class AmovPknlMrunSlowWrflDfl;
class AmovPknlMtacSlowWrflDfl : AmovPknlMrunSlowWrflDfl {
camShakeFire = 0;
};
class AmovPknlMrunSlowWrflDl;
class AmovPknlMtacSlowWrflDl : AmovPknlMrunSlowWrflDl {
camShakeFire = 0;
};
class AmovPknlMrunSlowWrflDbl;
class AmovPknlMtacSlowWrflDbl : AmovPknlMrunSlowWrflDbl {
camShakeFire = 0;
};
class AmovPknlMrunSlowWrflDb;
class AmovPknlMtacSlowWrflDb : AmovPknlMrunSlowWrflDb {
camShakeFire = 0;
};
class AmovPknlMrunSlowWrflDbr;
class AmovPknlMtacSlowWrflDbr : AmovPknlMrunSlowWrflDbr {
camShakeFire = 0;
};
class AmovPknlMrunSlowWrflDr;
class AmovPknlMtacSlowWrflDr : AmovPknlMrunSlowWrflDr {
camShakeFire = 0;
};
class AmovPknlMrunSlowWrflDfr;
class AmovPknlMtacSlowWrflDfr : AmovPknlMrunSlowWrflDfr {
camShakeFire = 0;
};
class AmovPknlMstpSrasWrflDnon;
class AmovPknlMwlkSrasWrflDf : AmovPknlMstpSrasWrflDnon {
camShakeFire = 0;
};
class AmovPknlMrunSrasWrflDf;
class AmovPknlMtacSrasWrflDf : AmovPknlMrunSrasWrflDf {
camShakeFire = 0;
};
class AmovPknlMwlkSrasWpstDf;
class AmovPknlMtacSrasWpstDf : AmovPknlMwlkSrasWpstDf {
camShakeFire = 0;
};
};
};
// Ammo
class CfgAmmo {
class MissileCore;
class MissileBase: MissileCore {
GVAR(shakeMultiplier) = 2;
};
class BombCore;
class LaserBombCore: BombCore {
GVAR(shakeMultiplier) = 2;
};
class Bo_Mk82: BombCore {
GVAR(shakeMultiplier) = 2;
};
class RocketCore;
class ArtilleryRocketCore: RocketCore {
GVAR(shakeMultiplier) = 1.4;
};
class RocketBase: RocketCore {
GVAR(shakeMultiplier) = 1.4;
};
class BulletCore;
class BulletBase: BulletCore {
GVAR(shakeMultiplier) = 1;
};
class ShotgunCore;
class ShotgunBase: ShotgunCore {
GVAR(shakeMultiplier) = 1.1;
};
class ShellCore;
class ShellBase: ShellCore {
GVAR(shakeMultiplier) = 3;
};
class SubmunitionCore;
class SubmunitionBase: SubmunitionCore {
GVAR(shakeMultiplier) = 3;
};
class ShotDeployCore;
class ShotDeployBase: ShotDeployCore {
GVAR(shakeMultiplier) = 3;
};
};
// Weapons
// 1. Set the recoil profiles for all fire modes.
// 2. Set the shake multiplier. This determines the camshake for the weapon.
// Ex: GVAR(shakeMultiplier) = 1; (disabled currently)
class CfgWeapons {
class CannonCore;
class autocannon_Base_F: CannonCore {
GVAR(shakeMultiplier) = 0;
};
class autocannon_35mm: CannonCore {
GVAR(shakeMultiplier) = 0;
};
class cannon_120mm: CannonCore {
GVAR(shakeMultiplier) = 0;
};
class mortar_155mm_AMOS: CannonCore {
GVAR(shakeMultiplier) = 0;
};
class mortar_82mm: CannonCore {
GVAR(shakeMultiplier) = 0;
};
// No camshake for gatlings
class gatling_20mm: CannonCore {
GVAR(shakeMultiplier) = 0;
};
class gatling_25mm: CannonCore {
GVAR(shakeMultiplier) = 0;
};
class gatling_30mm: CannonCore {
GVAR(shakeMultiplier) = 0;
};
class MGunCore;
class MGun: MGunCore {
GVAR(shakeMultiplier) = 0;
};
// No camshake for smoke launchers
class SmokeLauncher: MGun {
GVAR(shakeMultiplier) = 0;
};
// No camshake for coax machine guns
class LMG_RCWS;
class LMG_M200: LMG_RCWS {
GVAR(shakeMultiplier) = 0;
};
class LMG_coax: LMG_RCWS {
GVAR(shakeMultiplier) = 0;
};
class LMG_Minigun: LMG_RCWS {
GVAR(shakeMultiplier) = 0;
};
};
// Vehicles
class CfgVehicles {
class LandVehicle;
class Tank: LandVehicle {
GVAR(enableCamshake) = 1;
};
class Car: LandVehicle {
GVAR(enableCamshake) = 1;
};
class StaticWeapon: LandVehicle {
GVAR(enableCamshake) = 1;
};
class Allvehicles;
class Air: Allvehicles {
GVAR(enableCamshake) = 1;
};
};

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// TMR: Small Arms - Recoil initialization and functions
// (C) 2013 Ryan Schultz. See LICENSE.
// Edited for compatability in ACE by KoffeinFlummi
// Edited by commy2
#include "script_component.hpp"
private ["_unit", "_weapon", "_projectile"];
_unit = _this select 0;
_weapon = _this select 1;
_projectile = _this select 6;
if (_weapon in ["Throw", "Put"]) exitWith {};
private ["_lastFired", "_burst"];
_lastFired = _unit getVariable [QUOTE(GVAR(lastFired)), -1];
_burst = _unit getVariable [QUOTE(GVAR(burst)), 0];
if (time - _lastFired < 0.45) then {
private "_startDisperse";
_burst = _burst + 1;
_unit setVariable [QUOTE(GVAR(burst)), _burst, false];
_startDisperse = [1, 3] select (cameraView == "GUNNER");
if (_burst > _startDisperse) then {
// Reset burst size for calcs
_burst = _burst - _startDisperse;
// Increase dispersion cap if player is not using sights
_sightsBurst = [30, 0] select (cameraView == "GUNNER");
// Increase initial dispersion and cap if player is moving
if (speed _unit > 0.5) then {
_sightsBurst = 25;
_burst = _burst + 15;
};
// Maximum possible dispersion (without _sightsBurst mod)
_maxBurst = 50;
if (_unit getVariable [QUOTE(EGVAR(resting,weaponRested)), false]) then {_maxBurst = 25};
if (_unit getVariable [QUOTE(EGVAR(resting,bipodDeployed)), false]) then {_maxBurst = 18};
// Cap the dispersion
_burst = (_burst min _maxBurst) + _sightsBurst;
// Add random variance
_elevAngle = (_burst / 300) - random (_burst / 300) * 2;
_travAngle = (_burst / 260) - random (_burst / 260) * 2;
[_projectile, _travAngle, _elevAngle] call EFUNC(common,changeProjectileDirection);
};
} else {
// Long enough delay, reset burst
_unit setVariable [QUOTE(GVAR(burst)), 0, false];
};
_unit setVariable [QUOTE(GVAR(lastFired)), time, false];

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// TMR: Small Arms - Recoil initialization and functions
// (C) 2013 Ryan Schultz. See LICENSE.
// Edited for compatability in ACE by KoffeinFlummi
// Edited by commy2
#include "script_component.hpp"
#define BASE_POWER 0.40
#define BASE_TIME 0.19
#define BASE_FREQ 13
#define RECOIL_COEF 40
private ["_unit", "_weapon", "_muzzle", "_ammo"];
_unit = _this select 0;
_weapon = _this select 1;
_muzzle = _this select 2;
_ammo = _this select 4;
if (_weapon in [handgunWeapon _unit, "Throw", "Put"]) exitWith {};
private ["_powerMod", "_timeMod", "_freqMod", "_powerCoef"];
_powerMod = ([0, -0.1, -0.1, 0, -0.2] select (["STAND", "CROUCH", "PRONE", "UNDEFINED", ""] find stance _unit)) + ([0, -1, 0, -1] select (["INTERNAL", "EXTERNAL", "GUNNER", "GROUP"] find cameraView));
_timeMod = 0;
_freqMod = 0;
_powerCoef = 0;
if (_unit != vehicle _unit) then {
_powerCoef = getNumber (configFile >> "CfgWeapons" >> _weapon >> QUOTE(GVAR(shakeMultiplier)));
_powerCoef = _powerCoef * getNumber (configFile >> "CfgAmmo" >> _ammo >> QUOTE(GVAR(shakeMultiplier)));
} else {
private ["_type", "_config", "_recoil"];
_type = ["recoil", "recoilProne"] select (stance _unit == "PRONE");
_config = configFile >> "CfgWeapons" >> _weapon;
_recoil = if (_muzzle == _weapon) then {
getText (_config >> _type)
} else {
getText (_config >> _muzzle >> _type)
};
_recoil = getArray (configFile >> "CfgRecoils" >> _recoil);
if (count _recoil < 2) exitWith {};
_powerCoef = _recoil select 1;
_powerCoef = (call compile format ["%1", _powerCoef]) * RECOIL_COEF;
};
if (_unit getVariable [QUOTE(EGVAR(resting,weaponRested)), false]) then {_powerMod = _powerMod - 0.07};
if (_unit getVariable [QUOTE(EGVAR(resting,bipodDeployed)), false]) then {_powerMod = _powerMod - 0.11};
private "_camshake";
_camshake = [
_powerCoef * (BASE_POWER + _powerMod) max 0,
BASE_TIME + _timeMod max 0,
BASE_FREQ + _freqMod max 0
];
addCamShake _camshake;

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@ -1,12 +0,0 @@
#define COMPONENT recoil
#include "\z\ace\Addons\main\script_mod.hpp"
#ifdef DEBUG_ENABLED_RECOIL
#define DEBUG_MODE_FULL
#endif
#ifdef DEBUG_SETTINGS_RECOIL
#define DEBUG_SETTINGS DEBUG_SETTINGS_RECOIL
#endif
#include "\z\ace\Addons\main\script_macros.hpp"

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@ -1,12 +0,0 @@
#define COMPONENT recoil
#include "\z\ace\Addons\main\script_mod.hpp"
#ifdef DEBUG_ENABLED_RECOIL
#define DEBUG_MODE_FULL
#endif
#ifdef DEBUG_SETTINGS_RECOIL
#define DEBUG_SETTINGS DEBUG_SETTINGS_RECOIL
#endif
#include "\z\ace\Addons\main\script_macros.hpp"