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Code Cleanup laser Self Designate Module.
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@ -3,28 +3,21 @@
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* Handler function for laser network code.
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*
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* Argument:
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* 0: Emitter
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* 1: Owner
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* 0: Emitter <OBJECT>
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*
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* Return value:
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* [position, direction]
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* Return Value:
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* 0: position <POSTION>
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* 1: direction <ARRAY>
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*
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* Public: No
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*/
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//findLaserSource.sqf
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//#define DEBUG_MODE_FULL
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#include "script_component.hpp"
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private["_emmiter", "_owner", "_gunnerInfo", "_turretInfo", "_povPos", "_povDir"];
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_emmiter = _this select 0;
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_owner = _this select 1;
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private["_gunnerInfo", "_turretInfo"];
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params ["_emmiter"];
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_gunnerInfo = [_emmiter, (currentWeapon _emmiter)] call CBA_fnc_getFirer;
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_turretInfo = [_emmiter, _gunnerInfo select 1] call EFUNC(common,getTurretDirection);
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_povPos = _turretInfo select 0;
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_povDir = _turretInfo select 1;
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_turretInfo params [["_povPos", -1], ["_povDir", -1]];
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if(!isNil "_povPos" && !isNil "_povDir") exitWith {
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[_povPos, _povDir]
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};
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[-1,-1]
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[_povPos, _povDir]
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@ -2,15 +2,17 @@
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* Author: esteldunedain
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* Initializes the actions for turning on/off the laser for vehicles that have them
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*
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* Argument:
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* Arguments:
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* 0: Vehicle <OBJECT>
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*
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* Return value:
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* NONE.
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* Return Value:
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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_1_PVT(_this,_vehicle);
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params ["_vehicle"];
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// Add action to class if it is not already done
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private ["_type", "_initializedClasses"];
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@ -7,14 +7,13 @@
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* 1: LaserUUID, the UUID of the laser returned by EFUNC(laser,laserOn)
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* 2: Local laser target, unused.
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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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#include "script_component.hpp"
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if( (count _this) > 2) then {
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EXPLODE_3_PVT(_this,_shooter,_laserUuid,_localLaserTarget);
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params ["", "_laserUuid"];
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[_laserUuid] call EFUNC(laser,laserOff);
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// @TODO: Nou gets to field all tickets about missing lasers.
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//deleteVehicle _localLaserTarget;
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@ -3,12 +3,14 @@
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* Turns on laser self designation from this vehicle based on the turret.
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* There are no arguments, because it is all strictly based on the users vehicle.
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*
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* Argument:
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* Arguments:
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* None
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*
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* Return value:
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* N/A
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* Return Value:
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* None
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*
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* Public: No
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*/
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//#define DEBUG_MODE_FULL
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#include "script_component.hpp"
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TRACE_1("enter", _this);
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@ -17,10 +19,8 @@ TRACE_1("enter", _this);
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FUNC(laserHudDesignatePFH) = {
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private["_strongestResultPos", "_args", "_localLaserTarget", "_laserResultPosition", "_laserResult", "_shooter", "_vehicle", "_weapon", "_gunnerInfo", "_turretInfo", "_pov", "_gunBeg", "_gunEnd", "_povPos", "_povDir", "_result", "_resultPositions", "_firstResult", "_forceUpdateTime"];
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_args = _this select 0;
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_shooter = _args select 0;
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_localLaserTarget = _args select 2;
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params ["_args"];
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_args params ["_shooter", "_localLaserTarget"];
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_vehicle = vehicle _shooter;
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TRACE_1("", _args);
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@ -88,4 +88,3 @@ if(!GVAR(active)) then {
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[] call FUNC(laserHudDesignateOff);
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[] call FUNC(laserHudDesignateOn);
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};
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@ -2,15 +2,17 @@
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* Author: esteldunedain
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* Checks if the turret occupied by the given unit has a laser designator
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*
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* Argument:
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* Arguments:
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* 0: Unit <OBJECT>
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*
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* Return value:
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* Return Value:
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* Has designator? <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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EXPLODE_1_PVT(_this,_unit);
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params ["_unit"];
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// Get the player turret path
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private ["_turret","_config","_turretConfig"];
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