Code Cleanup laser Self Designate Module.

This commit is contained in:
jokoho48 2015-08-15 23:53:04 +02:00
parent 508c6de2cb
commit bcec28e4b5
5 changed files with 49 additions and 54 deletions

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@ -3,28 +3,21 @@
* Handler function for laser network code.
*
* Argument:
* 0: Emitter
* 1: Owner
*
* Return value:
* [position, direction]
* 0: Emitter <OBJECT>
*
* Return Value:
* 0: position <POSTION>
* 1: direction <ARRAY>
*
* Public: No
*/
//findLaserSource.sqf
//#define DEBUG_MODE_FULL
#include "script_component.hpp"
private["_emmiter", "_owner", "_gunnerInfo", "_turretInfo", "_povPos", "_povDir"];
_emmiter = _this select 0;
_owner = _this select 1;
private["_gunnerInfo", "_turretInfo"];
params ["_emmiter"];
_gunnerInfo = [_emmiter, (currentWeapon _emmiter)] call CBA_fnc_getFirer;
_turretInfo = [_emmiter, _gunnerInfo select 1] call EFUNC(common,getTurretDirection);
_povPos = _turretInfo select 0;
_povDir = _turretInfo select 1;
_turretInfo params [["_povPos", -1], ["_povDir", -1]];
if(!isNil "_povPos" && !isNil "_povDir") exitWith {
[_povPos, _povDir]
};
[-1,-1]
[_povPos, _povDir]

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@ -2,15 +2,17 @@
* Author: esteldunedain
* Initializes the actions for turning on/off the laser for vehicles that have them
*
* Argument:
* Arguments:
* 0: Vehicle <OBJECT>
*
* Return value:
* NONE.
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
EXPLODE_1_PVT(_this,_vehicle);
params ["_vehicle"];
// Add action to class if it is not already done
private ["_type", "_initializedClasses"];

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@ -6,15 +6,14 @@
* 0: Shooter, player shooting the laser
* 1: LaserUUID, the UUID of the laser returned by EFUNC(laser,laserOn)
* 2: Local laser target, unused.
*
* Return value:
* true
*
* Return Value:
* True <BOOL>
*/
#include "script_component.hpp"
if( (count _this) > 2) then {
EXPLODE_3_PVT(_this,_shooter,_laserUuid,_localLaserTarget);
params ["", "_laserUuid"];
[_laserUuid] call EFUNC(laser,laserOff);
// @TODO: Nou gets to field all tickets about missing lasers.
//deleteVehicle _localLaserTarget;
@ -27,4 +26,4 @@ if(!isNil QGVAR(selfDesignateHandle)) then {
GVAR(selfDesignateHandle) = nil;
};
true
true

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@ -3,12 +3,14 @@
* Turns on laser self designation from this vehicle based on the turret.
* There are no arguments, because it is all strictly based on the users vehicle.
*
* Argument:
* Arguments:
* None
*
* Return value:
* N/A
* Return Value:
* None
*
* Public: No
*/
//#define DEBUG_MODE_FULL
#include "script_component.hpp"
TRACE_1("enter", _this);
@ -17,20 +19,18 @@ TRACE_1("enter", _this);
FUNC(laserHudDesignatePFH) = {
private["_strongestResultPos", "_args", "_localLaserTarget", "_laserResultPosition", "_laserResult", "_shooter", "_vehicle", "_weapon", "_gunnerInfo", "_turretInfo", "_pov", "_gunBeg", "_gunEnd", "_povPos", "_povDir", "_result", "_resultPositions", "_firstResult", "_forceUpdateTime"];
_args = _this select 0;
_shooter = _args select 0;
_localLaserTarget = _args select 2;
params ["_args"];
_args params ["_shooter", "_localLaserTarget"];
_vehicle = vehicle _shooter;
TRACE_1("", _args);
if((vehicle _shooter) == _shooter || {!alive _shooter} || {isNull _vehicle} || {!GVAR(active)} ) exitWith {
if((vehicle _shooter) == _shooter || {!alive _shooter} || {isNull _vehicle} || {!GVAR(active)} ) exitWith {
_args call FUNC(laserHudDesignateOff);
};
if(!([_shooter] call FUNC(unitTurretHasDesignator)) ) exitWith {
_args call FUNC(laserHudDesignateOff);
};
if( (count _args) < 4) then {
_args set[3, ACE_diagTime + FCS_UPDATE_DELAY];
};
@ -38,15 +38,15 @@ FUNC(laserHudDesignatePFH) = {
// @TODO: We don't have anything here we need to do the calculations for right now
/*
_gunnerInfo = [_vehicle, (currentWeapon _vehicle)] call CBA_fnc_getFirer;
_turretInfo = [_vehicle, _gunnerInfo select 1] call EFUNC(common,getTurretDirection);
_povPos = _turretInfo select 0;
_laserCode = (vehicle ACE_player) getVariable["ace_laser_code", ACE_DEFAULT_LASER_CODE];
_waveLength = (vehicle ACE_player) getVariable["ace_laser_waveLength", ACE_DEFAULT_LASER_WAVELENGTH];
_laserResult = [_povPos, [_waveLength,_waveLength], _laserCode] call EFUNC(laser,seekerFindLaserSpot);
_laserResultPosition = _laserResult select 0;
TRACE_1("Search", _laserResult);
@ -56,12 +56,12 @@ FUNC(laserHudDesignatePFH) = {
//_localLaserTarget setPosASL _laserResultPosition;
};
*/
if(ACE_diagTime > _forceUpdateTime) then {
["ace_fcs_forceUpdate", []] call ace_common_fnc_localEvent;
_args set[3, ACE_diagTime + FCS_UPDATE_DELAY];
};
_this set[0, _args];
};
@ -69,23 +69,22 @@ private ["_laserTarget", "_handle", "_vehicle", "_laserUuid", "_waveLength", "_b
if(!GVAR(active)) then {
GVAR(active) = true;
TRACE_1("Activating laser", "");
// Get the self-designation variables, or use defaults
_laserCode = (vehicle ACE_player) getVariable["ace_laser_code", ACE_DEFAULT_LASER_CODE];
_waveLength = (vehicle ACE_player) getVariable["ace_laser_waveLength", ACE_DEFAULT_LASER_WAVELENGTH];
_beamSpread = (vehicle ACE_player) getVariable["ace_laser_beamSpread", ACE_DEFAULT_LASER_BEAMSPREAD];
_laserUuid = [(vehicle ACE_player), ACE_player, QFUNC(findLaserSource), _waveLength, _laserCode, _beamSpread] call EFUNC(laser,laserOn);
// @TODO: Create the local target for the players side
// @TODO: Nou gets to field all tickets about missing lasers.
//_localLaserTarget = "LaserTargetW" createVehicleLocal (getpos ACE_player);
GVAR(selfDesignateHandle) = [FUNC(laserHudDesignatePFH), 0.1, [ACE_player, _laserUuid, nil]] call CBA_fnc_addPerFrameHandler;
} else {
[] call FUNC(laserHudDesignateOff);
[] call FUNC(laserHudDesignateOn);
};

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@ -2,15 +2,17 @@
* Author: esteldunedain
* Checks if the turret occupied by the given unit has a laser designator
*
* Argument:
* Arguments:
* 0: Unit <OBJECT>
*
* Return value:
* Return Value:
* Has designator? <BOOL>
*
* Public: No
*/
#include "script_component.hpp"
EXPLODE_1_PVT(_this,_unit);
params ["_unit"];
// Get the player turret path
private ["_turret","_config","_turretConfig"];