resting: changed spawn for PFH, reorganized code

This commit is contained in:
Nicolás Badano 2015-01-15 20:42:46 -03:00
parent f9de90c6f9
commit cded65d9a9
8 changed files with 190 additions and 141 deletions

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@ -1,4 +1,7 @@
#include "script_component.hpp"
PREP(getIntersection);
PREP(hasBipod);
PREP(pfhCheckRest);
PREP(restWeapon);
PREP(unRestWeapon);

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@ -6,7 +6,7 @@ class CfgPatches {
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_common"};
author[] = {"KoffeinFlummi", "TaoSensai"};
author[] = {"KoffeinFlummi", "TaoSensai", "CAA-Picard"};
authorUrl = "https://github.com/KoffeinFlummi/";
VERSION_CONFIG;
};

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@ -0,0 +1,70 @@
/*
* Author: KoffeinFlummi, edited by commy2 and CAA-Picard
*
* Prepares intersects
*
* Arguments:
* 0: unit
* 1: vehicle
* 2: weapon
*
* Return Values:
* [_intersectsMiddle, _intersectsLeft, _intersectsRight, _intersectsDown]
*
*/
#include "script_component.hpp"
EXPLODE_3_PVT(_this,_unit,_vehicle,_weapon);
private ["_weaponPos", "_weaponDir", "_weaponPosDown"];
_weaponPos = ATLtoASL (_unit modelToWorld (_unit selectionPosition "RightHand"));
_weaponDir = _unit weaponDirection _weapon;
_weaponPosDown = _weaponPos vectorAdd [0,0,-MAXHEIGHT];
private ["_checkPosMiddle", "_checkPosLeft", "_checkPosRight", "_checkPosDown"];
_checkPosMiddle = [
(_weaponPos select 0) + MAXDISTANCE * (_weaponDir select 0),
(_weaponPos select 1) + MAXDISTANCE * (_weaponDir select 1),
(_weaponPos select 2) + MAXDISTANCE * (_weaponDir select 2)
];
_checkPosLeft = [
(_weaponPos select 0) + MAXDISTANCE * sin (((_weaponDir select 0) atan2 (_weaponDir select 1)) + 360 - MAXANGLE),
(_weaponPos select 1) + MAXDISTANCE * cos (((_weaponDir select 0) atan2 (_weaponDir select 1)) + 360 - MAXANGLE),
(_weaponPos select 2) + MAXDISTANCE * (_weaponDir select 2)
];
_checkPosRight = [
(_weaponPos select 0) + MAXDISTANCE * sin (((_weaponDir select 0) atan2 (_weaponDir select 1)) + MAXANGLE),
(_weaponPos select 1) + MAXDISTANCE * cos (((_weaponDir select 0) atan2 (_weaponDir select 1)) + MAXANGLE),
(_weaponPos select 2) + MAXDISTANCE * (_weaponDir select 2)
];
_checkPosDown = [
(_weaponPos select 0) + MAXDISTANCE * (_weaponDir select 0),
(_weaponPos select 1) + MAXDISTANCE * (_weaponDir select 1),
(_weaponPos select 2) + MAXDISTANCE * (_weaponDir select 2) - MAXHEIGHT
];
/* UNCOMMENT THIS FOR DEBUGGING
weaponPos = ASLtoATL _weaponPos;
weaponPosDown = ASLtoATL _weaponPosDown;
checkPosMiddle = ASLtoATL _checkPosMiddle;
checkPosLeft = ASLtoATL _checkPosLeft;
checkPosRight = ASLtoATL _checkPosRight;
checkPosDown = ASLtoATL _checkPosDown;
onEachFrame {
drawLine3D [weaponPos, checkPosMiddle, [1,0,0,1]];
drawLine3D [weaponPos, checkPosLeft, [1,0,0,1]];
drawLine3D [weaponPos, checkPosRight, [1,0,0,1]];
drawLine3D [weaponPosDown, checkPosDown, [1,0,0,1]];
};*/
private ["_intersectsMiddle", "_intersectsLeft", "_intersectsRight", "_intersectsDown"];
_intersectsMiddle = lineIntersects [_weaponPos, _checkPosMiddle];
_intersectsLeft = lineIntersects [_weaponPos, _checkPosLeft];
_intersectsRight = lineIntersects [_weaponPos, _checkPosRight];
_intersectsDown = lineIntersects [_weaponPos, _checkPosDown] || {terrainIntersectASL [_weaponPosDown, _checkPosDown]};
[_intersectsMiddle, _intersectsLeft, _intersectsRight, _intersectsDown]

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@ -1,10 +1,20 @@
// by commy2
/*
* Author: Commy2
*
* Check if the weapon has a bipod
*
* Arguments:
* 0: weapon
*
* Return Values:
* Boolean
*
*/
#include "script_component.hpp"
private ["_weapon", "_config"];
_weapon = _this select 0;
EXPLODE_1_PVT(_this,_weapon);
private ["_config"];
_config = configFile >> "CfgWeapons" >> _weapon;
getNumber (_config >> "ACE_Bipod") == 1 ||

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@ -0,0 +1,41 @@
/*
* Author: KoffeinFlummi, edited by commy2 and CAA-Picard
*
* PFH that check for player moving away, changing weapon, etc
* and unrests the weapon if necessary
*
* Arguments:
* 0: unit
* 1: vehicle
* 2: weapon
* 3: rested position
*
* Return Values:
* None
*
*/
#include "script_component.hpp"
EXPLODE_2_PVT(_this,_params,_pfhId);
EXPLODE_4_PVT(_params,_unit,_vehicle,_weapon,_restedPosition);
if !(_unit getVariable ["ACE_weaponRested", false]) exitWith {
[_pfhId] call cba_fnc_removePerFrameHandler;
};
private ["_intersects"];
_intersects = _params call FUNC(getIntersection);
if (
_unit != ACE_player
|| {_vehicle != vehicle _unit}
|| {inputAction "reloadMagazine" != 0}
|| {weaponLowered _unit}
|| {speed _unit > 1}
|| {currentWeapon _unit != _weapon}
|| {getPosASL _unit distanceSqr _restedPosition > 1}
|| {!(true in _intersects)}
) exitWith {
[_pfhId] call cba_fnc_removePerFrameHandler;
[_unit, _vehicle, _weapon] call FUNC(unRestWeapon)
};

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@ -1,5 +1,5 @@
/*
* Author: KoffeinFlummi, edited by commy2
* Author: KoffeinFlummi, edited by commy2 and CAA-Picard
*
* Rests the player's weapon if possible.
*
@ -12,124 +12,18 @@
*/
#include "script_component.hpp"
#define RESTEDRECOIL 0.6
#define BIPODRECOIL 0.3
#define MAXDISTANCE 1
#define MAXANGLE 15
#define MAXHEIGHT 0.45
#define CAMSHAKE [1,0.5,5]
private ["_unit", "_vehicle", "_weapon"];
_unit = _this select 0;
_vehicle = _this select 1;
_weapon = _this select 2;
EXPLODE_3_PVT(_this,_unit,_vehicle,_weapon);
if (_weapon != primaryWeapon _unit) exitWith {};
// UNREST THE WEAPON
private "_fnc_unRestWeapon";
_fnc_unRestWeapon = {
addCamShake CAMSHAKE;
private "_animation";
_animation = animationState _unit;
if (_unit getVariable ["ACE_bipodDeployed", false]) then {
_unit setUnitRecoilCoefficient (unitRecoilCoefficient _unit / BIPODRECOIL);
if (_animation find "_ace_deploy" != -1) then {
//[_unit, [_animation, "_ace_deploy", ""] call CBA_fnc_replace, 2] call EFUNC(common,doAnimation);
_unit switchMove ([_animation, "_ace_deploy", ""] call CBA_fnc_replace);
};
private "_picture";
_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
[localize "STR_ACE_Resting_BipodUndeployed", _picture] call EFUNC(common,displayTextPicture);
} else {
_unit setUnitRecoilCoefficient (unitRecoilCoefficient _unit / RESTEDRECOIL);
if (_animation find "_ace_rested" != -1) then {
//[_unit, [_animation, "_ace_rested", ""] call CBA_fnc_replace, 2] call EFUNC(common,doAnimation);
_unit switchMove ([_animation, "_ace_rested", ""] call CBA_fnc_replace);
};
private "_picture";
_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
[localize "STR_ACE_Resting_WeaponLifted", _picture] call EFUNC(common,displayTextPicture);
};
_unit setVariable ["ACE_weaponRested", false];
_unit setVariable ["ACE_bipodDeployed", false];
};
if (_unit getVariable ["ACE_weaponRested", false]) exitWith {call _fnc_unRestWeapon};
if (_unit getVariable ["ACE_weaponRested", false]) exitWith {_this call FUNC(unRestWeapon)};
// exit if this is not an available animation
if (!isClass (configFile >> "CfgMovesMaleSdr" >> "States" >> format ["%1_ace_deploy", animationState _unit])) exitWith {};
// PREPARE INTERSECTS
private "_fnc_getIntersection";
_fnc_getIntersection = {
private ["_weaponPos", "_weaponDir", "_weaponPosDown"];
_weaponPos = ATLtoASL (_unit modelToWorld (_unit selectionPosition "RightHand"));
_weaponDir = _unit weaponDirection _weapon;
_weaponPosDown = _weaponPos vectorAdd [0,0,-MAXHEIGHT];
private ["_checkPosMiddle", "_checkPosLeft", "_checkPosRight", "_checkPosDown"];
_checkPosMiddle = [
(_weaponPos select 0) + MAXDISTANCE * (_weaponDir select 0),
(_weaponPos select 1) + MAXDISTANCE * (_weaponDir select 1),
(_weaponPos select 2) + MAXDISTANCE * (_weaponDir select 2)
];
_checkPosLeft = [
(_weaponPos select 0) + MAXDISTANCE * sin (((_weaponDir select 0) atan2 (_weaponDir select 1)) + 360 - MAXANGLE),
(_weaponPos select 1) + MAXDISTANCE * cos (((_weaponDir select 0) atan2 (_weaponDir select 1)) + 360 - MAXANGLE),
(_weaponPos select 2) + MAXDISTANCE * (_weaponDir select 2)
];
_checkPosRight = [
(_weaponPos select 0) + MAXDISTANCE * sin (((_weaponDir select 0) atan2 (_weaponDir select 1)) + MAXANGLE),
(_weaponPos select 1) + MAXDISTANCE * cos (((_weaponDir select 0) atan2 (_weaponDir select 1)) + MAXANGLE),
(_weaponPos select 2) + MAXDISTANCE * (_weaponDir select 2)
];
_checkPosDown = [
(_weaponPos select 0) + MAXDISTANCE * (_weaponDir select 0),
(_weaponPos select 1) + MAXDISTANCE * (_weaponDir select 1),
(_weaponPos select 2) + MAXDISTANCE * (_weaponDir select 2) - MAXHEIGHT
];
/* UNCOMMENT THIS FOR DEBUGGING
weaponPos = ASLtoATL _weaponPos;
weaponPosDown = ASLtoATL _weaponPosDown;
checkPosMiddle = ASLtoATL _checkPosMiddle;
checkPosLeft = ASLtoATL _checkPosLeft;
checkPosRight = ASLtoATL _checkPosRight;
checkPosDown = ASLtoATL _checkPosDown;
onEachFrame {
drawLine3D [weaponPos, checkPosMiddle, [1,0,0,1]];
drawLine3D [weaponPos, checkPosLeft, [1,0,0,1]];
drawLine3D [weaponPos, checkPosRight, [1,0,0,1]];
drawLine3D [weaponPosDown, checkPosDown, [1,0,0,1]];
};*/
private ["_intersectsMiddle", "_intersectsLeft", "_intersectsRight", "_intersectsDown"];
_intersectsMiddle = lineIntersects [_weaponPos, _checkPosMiddle];
_intersectsLeft = lineIntersects [_weaponPos, _checkPosLeft];
_intersectsRight = lineIntersects [_weaponPos, _checkPosRight];
_intersectsDown = lineIntersects [_weaponPos, _checkPosDown] || {terrainIntersectASL [_weaponPosDown, _checkPosDown]};
[_intersectsMiddle, _intersectsLeft, _intersectsRight, _intersectsDown]
};
// CHECK FOR APPROPRIATE SURFACE
private "_intersects";
_intersects = call _fnc_getIntersection;
_intersects = _this call FUNC(getIntersection);
if (true in _intersects) then {
_unit setVariable ["ACE_weaponRested", true];
@ -163,30 +57,6 @@ if (true in _intersects) then {
[localize "STR_ACE_Resting_WeaponRested", _picture] call EFUNC(common,displayTextPicture);
};
// CHECK FOR PLAYER MOVING AWAY, CHANGING WEAPONS ETC
[_unit, _vehicle, _weapon, _fnc_unRestWeapon, _fnc_getIntersection, _restedPosition] spawn {
_unit = _this select 0;
_vehicle = _this select 1;
_weapon = _this select 2;
_fnc_unRestWeapon = _this select 3;
_fnc_getIntersection = _this select 4;
_restedPosition = _this select 5;
while {_unit getVariable ["ACE_weaponRested", false]} do {
_intersects = call _fnc_getIntersection;
if (
_unit != ACE_player
|| {_vehicle != vehicle _unit}
|| {inputAction "reloadMagazine" != 0}
|| {weaponLowered _unit}
|| {speed _unit > 1}
|| {currentWeapon _unit != _weapon}
|| {getPosASL _unit distanceSqr _restedPosition > 1}
|| {!(true in _intersects)}
) exitWith {call _fnc_unRestWeapon};
sleep 0.3;
};
};
// Launch a PFH to check for player moving away, changing weapon, etc
[FUNC(pfhCheckRest), 0.2, [_unit, _vehicle, _weapon, _restedPosition] ] call CBA_fnc_addPerFrameHandler;
};

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@ -0,0 +1,48 @@
/*
* Author: KoffeinFlummi, edited by commy2 and CAA-Picard
*
* Un Rests the player's weapon
*
* Arguments:
* 0: unit
* 1: vehicle
* 2: weapon
*
* Return Values:
* None
*
*/
#include "script_component.hpp"
EXPLODE_3_PVT(_this,_unit,_vehicle,_weapon);
addCamShake CAMSHAKE;
private "_animation";
_animation = animationState _unit;
if (_unit getVariable ["ACE_bipodDeployed", false]) then {
_unit setUnitRecoilCoefficient (unitRecoilCoefficient _unit / BIPODRECOIL);
if (_animation find "_ace_deploy" != -1) then {
//[_unit, [_animation, "_ace_deploy", ""] call CBA_fnc_replace, 2] call EFUNC(common,doAnimation);
_unit switchMove ([_animation, "_ace_deploy", ""] call CBA_fnc_replace);
};
private "_picture";
_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
[localize "STR_ACE_Resting_BipodUndeployed", _picture] call EFUNC(common,displayTextPicture);
} else {
_unit setUnitRecoilCoefficient (unitRecoilCoefficient _unit / RESTEDRECOIL);
if (_animation find "_ace_rested" != -1) then {
//[_unit, [_animation, "_ace_rested", ""] call CBA_fnc_replace, 2] call EFUNC(common,doAnimation);
_unit switchMove ([_animation, "_ace_rested", ""] call CBA_fnc_replace);
};
private "_picture";
_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
[localize "STR_ACE_Resting_WeaponLifted", _picture] call EFUNC(common,displayTextPicture);
};
_unit setVariable ["ACE_weaponRested", false];
_unit setVariable ["ACE_bipodDeployed", false];

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@ -10,3 +10,10 @@
#endif
#include "\z\ace\Addons\main\script_macros.hpp"
#define RESTEDRECOIL 0.6
#define BIPODRECOIL 0.3
#define MAXDISTANCE 1
#define MAXANGLE 15
#define MAXHEIGHT 0.45
#define CAMSHAKE [1,0.5,5]