mirror of
https://github.com/acemod/ACE3.git
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Merge pull request #135 from KoffeinFlummi/syncedScopeAdjustment
Synced scope adjustment
This commit is contained in:
commit
a41299b05a
@ -82,7 +82,7 @@ enableCamShake true;
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}] call FUNC(addEventhandler);
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GVAR(OldPlayerInventory) = ACE_player call FUNC(getAllGear);
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GVAR(OldPlayerInventory) = [ACE_player] call FUNC(getAllGear);
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GVAR(OldPlayerVisionMode) = currentVisionMode ACE_player;
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GVAR(OldZeusDisplayIsOpen) = !(isNull findDisplay 312);
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GVAR(OldCameraView) = cameraView;
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@ -93,7 +93,7 @@ GVAR(OldPlayerTurret) = [ACE_player] call FUNC(getTurretIndex);
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[{
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// "playerInventoryChanged" event
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_newPlayerInventory = ACE_player call FUNC(getAllGear);
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_newPlayerInventory = [ACE_player] call FUNC(getAllGear);
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if !(_newPlayerInventory isEqualTo GVAR(OldPlayerInventory)) then {
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// Raise ACE event locally
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GVAR(OldPlayerInventory) = _newPlayerInventory;
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@ -75,6 +75,7 @@ PREP(getVehicleCargo);
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PREP(getVehicleCodriver);
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PREP(getVehicleCrew);
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PREP(getWeaponAzimuthAndInclination);
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PREP(getWeaponIndex);
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PREP(getWeaponType);
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PREP(getWindDirection);
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PREP(goKneeling);
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@ -128,6 +129,7 @@ PREP(toBin);
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PREP(toBitmask);
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PREP(toHex);
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PREP(toNumber);
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PREP(throttledPublicVariable);
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PREP(unmuteUnit);
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PREP(waitAndExecute);
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25
addons/common/functions/fnc_getWeaponIndex.sqf
Normal file
25
addons/common/functions/fnc_getWeaponIndex.sqf
Normal file
@ -0,0 +1,25 @@
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/*
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* Author: commy2
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* Get the index of the weapon.
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* 0 = primary, 1 = secondary, 2 = handgun, -1 = other
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*
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* Argument:
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* 0: Unit <OBJECT>
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* 1: Weapon <STRING>
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*
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* Return value:
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* Weapon index <NUMBER>
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*
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* Public: No
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*/
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#include "script_component.hpp"
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EXPLODE_2_PVT(_this,_unit,_weapon);
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if (_weapon = "") exitWith {-1};
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[
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primaryWeapon _unit,
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secondaryWeapon _unit,
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handgunWeapon _unit
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] find _weapon
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49
addons/common/functions/fnc_throttledPublicVariable.sqf
Normal file
49
addons/common/functions/fnc_throttledPublicVariable.sqf
Normal file
@ -0,0 +1,49 @@
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/*
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* Author: CAA-Picard
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* Schedules the publishment of an object variable to reduce network overhead
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*
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* Arguments:
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* 0: Unit <OBJECT>.
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* 1: Variable name <STRING>
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* 2: Maximum delay <NUMBER>
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*
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* Return Value:
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* None
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*
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* Example:
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* None
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*
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* Public: No
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*/
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#include "script_component.hpp"
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EXPLODE_3_PVT(_this,_unit,_varName,_maxDelay);
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// Create the publish scheduler PFH the first time
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if (isNil QGVAR(publishSchedId)) then {
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GVAR(publishVarNames) = [];
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GVAR(publishNextTime) = 1e7;
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GVAR(publishSchedId) = [{
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if (diag_tickTime > GVAR(publishNextTime)) then {
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{
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EXPLODE_2_PVT(_x,_unit,_varName);
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_unit setVariable [_varName, (_unit getVariable _varName), true];
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} forEach GVAR(publishVarNames);
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GVAR(publishVarNames) = [];
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GVAR(publishNextTime) = 1e7;
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};
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}, 0, []] call cba_fnc_addPerFrameHandler;
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};
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// If the variable is not on the list
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if (GVAR(publishVarNames) find [_unit,_varName] == -1) exitWith {
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GVAR(publishVarNames) pushBack [_unit,_varName];
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GVAR(publishNextTime) = GVAR(publishNextTime) min (diag_tickTime + _maxDelay);
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};
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// If the variable is on the list
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GVAR(publishNextTime) = GVAR(publishNextTime) min (diag_tickTime + _maxDelay);
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@ -13,39 +13,7 @@ class Extended_PostInit_EventHandlers {
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class Extended_Fired_EventHandlers {
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class CAManBase {
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class ADDON {
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clientFired = QUOTE(if (_this select 0 == ACE_player) then { _this call FUNC(firedEH);};);
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};
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};
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};
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class Extended_Take_EventHandlers {
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class CAManBase {
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class ADDON {
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clientTake = QUOTE(if (_this select 0 == ACE_player) then{ _this call FUNC(inventoryCheck);};);
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};
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};
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};
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class Extended_Put_EventHandlers {
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class CAManBase {
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class ADDON {
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clientPut = QUOTE(if (_this select 0 == ACE_player) then {_this call FUNC(inventoryCheck);};);
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};
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};
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};
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class Extended_InitPost_EventHandlers {
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class CAManBase {
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class ADDON {
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init = QUOTE(if (_this select 0 == call EFUNC(common,player)) then{ _this call FUNC(inventoryCheck);};);
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};
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};
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};
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class Extended_Respawn_EventHandlers {
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class CAManBase {
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class ADDON {
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respawn = QUOTE(if (_this select 0 == call EFUNC(common,player)) then{ _this call FUNC(inventoryCheck);};);
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fired = QUOTE(_this call FUNC(firedEH););
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};
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};
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};
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@ -4,7 +4,7 @@ class RscTitles {
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movingEnable = 0;
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enableSimulation = 1;
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enableDisplay = 1;
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onLoad = QUOTE(_this spawn compile preprocessFileLineNumbers QUOTE(QUOTE(PATHTOF(scripts\zeroingOnLoad.sqf))); uiNamespace setVariable [ARR_2('ACE_Scopes_Debug', _this)];);
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onLoad = QUOTE(uiNamespace setVariable [ARR_2(QUOTE(QGVAR(ZeroingDisplay)),_this select 0)];);
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duration = 1e+011;
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fadein = 0;
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fadeout = 0;
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@ -13,7 +13,7 @@ class RscTitles {
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class RscText;
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class controls {
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class ACE_Scopes_Zeroing_BG : RscPicture {
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idc = 925001;
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idc = 11;
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type = 0;
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text = PATHTOF(UI\scopes_bg.paa);
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style = 48 + 0x800;
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@ -30,7 +30,7 @@ class RscTitles {
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h = 0.3 * safezoneH;
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};
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class ACE_Scopes_Zeroing_Vertical : RscText {
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idc = 925002;
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idc = 12;
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type = 0;
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style = 2;
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sizeEx = 0.04;
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@ -47,7 +47,7 @@ class RscTitles {
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h = 0.025 * safezoneH;
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};
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class ACE_Scopes_Zeroing_Horizontal : RscText {
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idc = 925003;
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idc = 13;
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type = 0;
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style = 0;
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sizeEx = 0.04;
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@ -9,32 +9,27 @@
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if !(hasInterface) exitWith {};
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// show overlay after changing weapon/optic
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0 spawn {
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_layer = [QGVAR(Zeroing)] call BIS_fnc_rscLayer;
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while {True} do {
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waitUntil {[ACE_player, 0,0] call FUNC(canAdjustScope)};
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_layer cutRsc [QGVAR(Zeroing), "PLAIN", 0, false];
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sleep 3;
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_layer cutFadeOut 2;
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// Check inventory when it changes
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["playerInventoryChanged", {
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[ACE_player] call FUNC(inventoryCheck);
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}] call EFUNC(common,addEventhandler);
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_weapon = currentWeapon ACE_player;
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_optics = [ACE_player] call FUNC(getOptics);
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waitUntil {sleep 0.05; !(_optics isEqualTo ([ACE_player] call FUNC(getOptics))) or (currentWeapon ACE_player != _weapon)};
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};
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};
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// instantly hide when scoping in
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0 spawn {
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_layer = [QGVAR(Zeroing)] call BIS_fnc_rscLayer;
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while {True} do {
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waitUntil {sleep 0.05; cameraView == "GUNNER"};
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if !(isNull GVAR(fadeScript)) then {
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terminate GVAR(fadeScript);
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};
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// Instantly hide knobs when scoping in
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["cameraViewChanged", {
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EXPLODE_2_PVT(_this,_player,_newCameraView);
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if (_newCameraView == "GUNNER") then {
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private "_layer";
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_layer = [QGVAR(Zeroing)] call BIS_fnc_rscLayer;
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_layer cutText ["", "PLAIN", 0];
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if !(isNil QGVAR(fadePFH)) then {
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[GVAR(fadePFH)] call cba_fnc_removePerFrameHandler;
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GVAR(fadePFH) = nil;
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};
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};
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};
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}] call EFUNC(common,addEventhandler);
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// Add keybinds
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@ -6,8 +6,8 @@ PREP(adjustScope);
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PREP(canAdjustScope);
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PREP(firedEH);
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PREP(getOptics);
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PREP(hideZeroing);
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PREP(inventoryCheck);
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PREP(showZeroing);
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GVAR(fadeScript) = scriptNull;
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@ -5,8 +5,8 @@ class CfgPatches {
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units[] = {};
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weapons[] = {};
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requiredVersion = REQUIRED_VERSION;
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requiredAddons[] = { "ace_main", "ace_common" };
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author[] = {"KoffeinFlummi"};
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requiredAddons[] = { "ace_common" };
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author[] = {"KoffeinFlummi", "CAA-Picard"};
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authorUrl = "https://github.com/KoffeinFlummi";
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VERSION_CONFIG;
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};
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@ -1,42 +1,44 @@
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/*
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* Author: KoffeinFlummi
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*
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* Changes the adjustment for the current scope
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*
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* Arguments:
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* 0: Horizontal adjustment
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* 1: Vertical adjustment
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* Argument:
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* 0: Unit <OBJECT>
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* 1: Horizontal adjustment <NUMBER>
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* 2: Vertical adjustment <NUMBER>
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*
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* Return Value:
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* True
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* Return value:
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* True <BOOL>
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_unit", "_weapons", "_zeroing", "_pitchbankyaw", "_pitch", "_bank", "_yaw", "_hint"];
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_unit = _this select 0;
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_weapons = [
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primaryWeapon _unit,
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secondaryWeapon _unit,
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handgunWeapon _unit
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];
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_weaponIndex = [_unit, currentWeapon _unit] call EFUNC(common,getWeaponIndex);
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if (isNil QGVAR(Adjustment)) then {
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GVAR(Adjustment) = [[0,0], [0,0], [0,0]];
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_adjustment = _unit getVariable QGVAR(Adjustment);
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if (isNil "_adjustment") then {
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_adjustment = [[0,0], [0,0], [0,0]];
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_unit setVariable [QGVAR(Adjustment), _adjustment];
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};
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_zeroing = GVAR(Adjustment) select (_weapons find (currentWeapon _unit));
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_zeroing = _adjustment select _weaponIndex;
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_zeroing set [0, (round (((_zeroing select 0) + (_this select 1)) * 10)) / 10];
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_zeroing set [1, (round (((_zeroing select 1) + (_this select 2)) * 10)) / 10];
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GVAR(Adjustment) set [_weapons find (currentWeapon _unit), _zeroing];
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// Change the adjustment array
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_adjustment set [_weaponIndex, _zeroing];
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[_unit, QGVAR(Adjustment), _adjustment, 0.5] call EFUNC(common,setVariablePublic);
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playSound (["ACE_Scopes_Click_1", "ACE_Scopes_Click_2", "ACE_Scopes_Click_3"] select floor random 3);
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// slightly rotate the player if looking through optic
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if (cameraView == "GUNNER") then {
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_pitchbankyaw = [_unit] call EFUNC(common,getPitchBankYaw);
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// these are not exact mil-to-degree conversions, but instead chosen
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// to minimize the effect of rounding errors
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@ -44,26 +46,11 @@ if (cameraView == "GUNNER") then {
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_bank = _pitchbankyaw select 1;
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_yaw = (_pitchbankyaw select 2) + ((_this select 1) * -0.04);
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[_unit, _pitch, _bank, _yaw] call EFUNC(common,setPitchBankYaw)
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};
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_display = uiNamespace getVariable [QGVAR(ZeroingDisplay), displayNull];
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if !(isNull _display) then {
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_vertical = _display displayCtrl 925002;
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_horizontal = _display displayCtrl 925003;
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_vertical ctrlSetText (str (_zeroing select 1));
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_horizontal ctrlSetText (str (_zeroing select 0));
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};
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} else {
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[] call FUNC(showZeroing);
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if (!isNull (missionNamespace getVariable [QGVAR(fadeScript), scriptNull])) then {
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terminate GVAR(fadeScript);
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};
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if (cameraView != "GUNNER") then {
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GVAR(fadeScript) = 0 spawn {
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_layer = [QGVAR(Zeroing)] call BIS_fnc_rscLayer;
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_layer cutRsc [QGVAR(Zeroing), "PLAIN", 0, false];
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sleep 3;
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_layer cutFadeOut 2;
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};
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};
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true
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|
@ -1,43 +1,40 @@
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/*
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* Author: KoffeinFlummi
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*
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* Checks if a player can adjust his optic in the given way.
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*
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* Arguments:
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* 0: Horizontal adjustment
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* 1: Vertical adjustment
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* Argument:
|
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* 0: Unit <OBJECT>
|
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* 1: Horizontal adjustment <NUMBER>
|
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* 2: Vertical adjustment <NUMBER>
|
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*
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* Return Value:
|
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* Can adjustment be done? (Bool)
|
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* Return value:
|
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* Can adjustment be done? <BOOL>
|
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*
|
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* Public: No
|
||||
*/
|
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|
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#include "script_component.hpp"
|
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private ["_unit", "_weapons", "_zeroing", "_optic", "_maxHorizontal", "_maxVertical"];
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private ["_unit", "_weaponIndex", "_zeroing", "_optic", "_maxHorizontal", "_maxVertical"];
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_unit = _this select 0;
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_weapons = [
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primaryWeapon _unit,
|
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secondaryWeapon _unit,
|
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handgunWeapon _unit
|
||||
];
|
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_weaponIndex = [_unit, currentWeapon _unit] call EFUNC(common,getWeaponIndex);
|
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if (_weaponIndex < 0) exitWith {false};
|
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|
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if !(currentWeapon _unit in _weapons) exitWith {false};
|
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|
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if (isNil QGVAR(Adjustment)) then {
|
||||
GVAR(Adjustment) = [[0,0], [0,0], [0,0]];
|
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_adjustment = _unit getVariable QGVAR(Adjustment);
|
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if (isNil "_adjustment") then {
|
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_adjustment = [[0,0], [0,0], [0,0]];
|
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};
|
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|
||||
if (isNil QGVAR(Optics)) then {
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GVAR(Optics) = ["", "", ""];
|
||||
};
|
||||
|
||||
_zeroing = GVAR(Adjustment) select (_weapons find (currentWeapon _unit));
|
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_zeroing = _adjustment select _weaponIndex;
|
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_zeroX = (_zeroing select 0) + (_this select 1);
|
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_zeroY = (_zeroing select 1) + (_this select 2);
|
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|
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_optic = GVAR(Optics) select (_weapons find (currentWeapon _unit));
|
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_optic = GVAR(Optics) select _weaponIndex;
|
||||
_maxHorizontal = getArray (configFile >> "CfgWeapons" >> _optic >> "ACE_ScopeAdjust_Horizontal");
|
||||
_maxVertical = getArray (configFile >> "CfgWeapons" >> _optic >> "ACE_ScopeAdjust_Vertical");
|
||||
if ((count _maxHorizontal < 2) or (count _maxVertical < 2)) exitWith {false};
|
||||
|
@ -1,35 +1,42 @@
|
||||
/*
|
||||
* Author: KoffeinFlummi
|
||||
*
|
||||
* Author: KoffeinFlummi and CAA-Picard
|
||||
* Adjusts the flight path of the bullet according to the zeroing
|
||||
*
|
||||
* Arguments:
|
||||
* Fired EH
|
||||
* Argument:
|
||||
* 0: Unit <OBJECT>
|
||||
* 1: Weapon <STRING>
|
||||
* 3: Muzzle <STRING>
|
||||
* 4: Magazine <STRING>
|
||||
* 5: Ammo <STRING>
|
||||
* 6: Projectile <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* Return value:
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_unit", "_weaponType", "_ammoType", "_magazineType", "_round", "_weapons", "_zeroing", "_direction", "_azimuth", "_altitude", "_velocity"];
|
||||
private ["_unit", "_adjustment", "_weapon", "_projectile", "_weaponIndex", "_zeroing", "_adjustment"];
|
||||
|
||||
_unit = _this select 0;
|
||||
_weaponType = _this select 1;
|
||||
_ammoType = _this select 4;
|
||||
_round = _this select 5;
|
||||
_magazineType = _this select 6;
|
||||
|
||||
_weapons = [
|
||||
primaryWeapon _unit,
|
||||
secondaryWeapon _unit,
|
||||
handgunWeapon _unit
|
||||
];
|
||||
if !(_weaponType in _weapons) exitWith {};
|
||||
// Exit if the unit doesn't have any adjusment variable
|
||||
_adjustment = _unit getVariable QGVAR(Adjustment);
|
||||
if (isNil "_adjustment") exitWith {};
|
||||
|
||||
_zeroing = GVAR(Adjustment) select (_weapons find _weaponType);
|
||||
// Exit if the unit isn't a player
|
||||
if !([_unit] call EFUNC(common,isPlayer)) exitWith {};
|
||||
|
||||
// convert zeroing from mils to degrees
|
||||
_weapon = _this select 1;
|
||||
_projectile = _this select 5;
|
||||
|
||||
_weaponIndex = [_unit, currentWeapon _unit] call EFUNC(common,getWeaponIndex);
|
||||
if (_weaponIndex < 0) exitWith {};
|
||||
|
||||
_zeroing = _adjustment select _weaponIndex;
|
||||
|
||||
// Convert zeroing from mils to degrees
|
||||
_zeroing = [_zeroing, {_this * 0.05625}] call EFUNC(common,map);
|
||||
|
||||
[_round, _zeroing select 0, _zeroing select 1, 0] call EFUNC(common,changeProjectileDirection);
|
||||
[_projectile, _zeroing select 0, _zeroing select 1, 0] call EFUNC(common,changeProjectileDirection);
|
||||
|
@ -1,21 +1,22 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
*
|
||||
* Gets the optic classnames of all currently equipped weapons.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Unit (Object)
|
||||
* 0: Unit <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* [optic of primary, optic of secondary, optic of handgun] (Array)
|
||||
* 0: Optic of primary <STRING>
|
||||
* 1: Optic of secondary <STRING>
|
||||
* 2: Optic of handgun <STRING>
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_unit", "_array"];
|
||||
|
||||
_unit = _this select 0;
|
||||
EXPLODE_1_PVT(_this,_unit);
|
||||
|
||||
private ["_array"];
|
||||
_array = ["", "", ""];
|
||||
|
||||
if !(_unit isKindOf "CAManBase") exitWith {_array};
|
||||
|
@ -1,27 +0,0 @@
|
||||
// by commy2
|
||||
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_state", "_ctrl"];
|
||||
|
||||
_state = _this select 0;
|
||||
|
||||
disableSerialization;
|
||||
_ctrl = (uiNamespace getVariable ['ACE_dlgWeaponZeroing', displayNull]) displayCtrl 168;
|
||||
|
||||
if (_state) then {
|
||||
_ctrl ctrlSetPosition [0,0,0,0];
|
||||
} else {
|
||||
private "_config";
|
||||
|
||||
_config = configFile >> "RscInGameUI" >> "RscWeaponZeroing" >> "CA_Zeroing";
|
||||
|
||||
_ctrl ctrlSetPosition [
|
||||
getNumber (_config >> "x"),
|
||||
getNumber (_config >> "y"),
|
||||
getNumber (_config >> "w"),
|
||||
getNumber (_config >> "h")
|
||||
];
|
||||
};
|
||||
|
||||
_ctrl ctrlCommit 0;
|
@ -1,23 +1,42 @@
|
||||
// by KoffeinFlummi / commy2
|
||||
|
||||
/*
|
||||
* Author: KoffeinFlummi and Commy2
|
||||
* Check if weapon optics changed and reset zeroing if needed
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Player <OBJECT>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private "_new";
|
||||
EXPLODE_1_PVT(_this,_player);
|
||||
|
||||
_new = _this call FUNC(getOptics);
|
||||
private ["_newOptics", "_adjustment"];
|
||||
|
||||
_adjustment = ACE_player getVariable QGVAR(Adjustment);
|
||||
if (isNil "_adjustment") then {
|
||||
_adjustment = [[0,0], [0,0], [0,0]];
|
||||
ACE_player setVariable [QGVAR(Adjustment), _adjustment];
|
||||
[ACE_player, QGVAR(Adjustment), _adjustment, 0.5] call EFUNC(common,setVariablePublic);
|
||||
};
|
||||
|
||||
if (isNil QGVAR(Optics)) then {
|
||||
GVAR(Optics) = ["", "", ""];
|
||||
};
|
||||
|
||||
if (isNil QGVAR(Adjustment)) then {
|
||||
GVAR(Adjustment) = [[0,0], [0,0], [0,0]];
|
||||
};
|
||||
_newOptics = [_player] call FUNC(getOptics);
|
||||
|
||||
{
|
||||
if (_new select _forEachIndex != _x) then {
|
||||
GVAR(Adjustment) set [_forEachIndex, [0,0]];
|
||||
if (_newOptics select _forEachIndex != _x) then {
|
||||
// The optic for this weapon changed, set adjustment to zero
|
||||
if !((_adjustment select _foreachindex) isEqualTo [0,0]) then {
|
||||
_adjustment set [_forEachIndex, [0,0]];
|
||||
[ACE_player, QGVAR(Adjustment), _adjustment, 0.5] call EFUNC(common,setVariablePublic);
|
||||
};
|
||||
};
|
||||
} forEach GVAR(Optics);
|
||||
|
||||
GVAR(Optics) = _new;
|
||||
_adjustment = ACE_player getVariable QGVAR(Adjustment);
|
||||
GVAR(Optics) = _newOptics;
|
||||
|
59
addons/scopes/functions/fnc_showZeroing.sqf
Normal file
59
addons/scopes/functions/fnc_showZeroing.sqf
Normal file
@ -0,0 +1,59 @@
|
||||
/*
|
||||
* Author: KoffeinFlummi and CAA-Picard
|
||||
* Display the adjustment knobs, update their value and fade them out later
|
||||
*
|
||||
* Arguments:
|
||||
* None
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
disableSerialization;
|
||||
|
||||
private ["_weaponIndex","_adjustment","_layer","_display","_zeroing","_vertical","_horizontal"];
|
||||
|
||||
_weaponIndex = [ACE_player, currentWeapon ACE_player] call EFUNC(common,getWeaponIndex);
|
||||
if (_weaponIndex < 0) exitWith {};
|
||||
|
||||
_adjustment = ACE_player getVariable QGVAR(Adjustment);
|
||||
if (isNil "_adjustment") then {
|
||||
_adjustment = [[0,0], [0,0], [0,0]];
|
||||
};
|
||||
|
||||
// Display the adjustment knobs
|
||||
_layer = [QGVAR(Zeroing)] call BIS_fnc_rscLayer;
|
||||
_layer cutRsc [QGVAR(Zeroing), "PLAIN", 0, false];
|
||||
|
||||
// Find the display
|
||||
_display = uiNamespace getVariable [QGVAR(ZeroingDisplay), displayNull];
|
||||
if (isNull _display) exitWith {};
|
||||
|
||||
// Update values
|
||||
_zeroing = _adjustment select _weaponIndex;
|
||||
_vertical = _display displayCtrl 12;
|
||||
_horizontal = _display displayCtrl 13;
|
||||
_vertical ctrlSetText (str (_zeroing select 1));
|
||||
_horizontal ctrlSetText (str (_zeroing select 0));
|
||||
|
||||
// Set the time when to hide the knobs
|
||||
GVAR(timeToHide) = diag_tickTime + 3.0;
|
||||
|
||||
if !(isNil QGVAR(fadePFH)) exitWith {};
|
||||
|
||||
// Launch a PFH to wait and fade out the knobs
|
||||
GVAR(fadePFH) = [{
|
||||
|
||||
if (diag_tickTime >= GVAR(timeToHide)) exitWith {
|
||||
private "_layer";
|
||||
_layer = [QGVAR(Zeroing)] call BIS_fnc_rscLayer;
|
||||
_layer cutFadeOut 2;
|
||||
|
||||
GVAR(fadePFH) = nil;
|
||||
[_this select 1] call cba_fnc_removePerFrameHandler;
|
||||
};
|
||||
|
||||
}, 0.1, []] call CBA_fnc_addPerFrameHandler
|
@ -1 +0,0 @@
|
||||
#include "\z\ace\addons\scopes\script_component.hpp"
|
@ -1,20 +0,0 @@
|
||||
#include "script_component.hpp"
|
||||
|
||||
disableSerialization;
|
||||
|
||||
_display = _this select 0;
|
||||
uiNamespace setVariable [QGVAR(ZeroingDisplay, _display];
|
||||
_vertical = _display displayCtrl 925002;
|
||||
_horizontal = _display displayCtrl 925003;
|
||||
|
||||
_weapons = [
|
||||
primaryWeapon player,
|
||||
secondaryWeapon player,
|
||||
handgunWeapon player
|
||||
];
|
||||
|
||||
if ((currentWeapon ACE_player) in _weapons) then {
|
||||
_zeroing = GVAR(Adjustment) select (_weapons find (currentWeapon ACE_player));
|
||||
_horizontal ctrlSetText (str (_zeroing select 0));
|
||||
_vertical ctrlSetText (str (_zeroing select 1));
|
||||
};
|
Loading…
Reference in New Issue
Block a user