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
* 0: Emitter <OBJECT>
*
* Return value:
* [position, direction]
* 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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@ -7,14 +7,13 @@
* 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;

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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);
@ -17,10 +19,8 @@ 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);
@ -88,4 +88,3 @@ if(!GVAR(active)) then {
[] 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"];