Merge pull request #2393 from jonpas/removeRedundantSittingBoundaries

Remove redundant rotation boundaries in Sitting
This commit is contained in:
SilentSpike 2015-09-11 17:09:48 +01:00
commit d3b6dd4b45
4 changed files with 10 additions and 49 deletions

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@ -1,4 +1,4 @@
// Enable visual head movement while free-looking
// Force free-look, prevent body rotating and leaning
#define MACRO_ANIMATION \
head = "headDefault"; \
aimingBody = "aimingNo"; \

View File

@ -6,7 +6,6 @@ PREP(canSit);
PREP(canStand);
PREP(getRandomAnimation);
PREP(handleInterrupt);
PREP(hasChairMoved);
PREP(moduleInit);
PREP(sit);
PREP(stand);

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@ -1,30 +0,0 @@
/*
* Author: Jonpas
* Checks if chair moved from original position.
*
* Arguments:
* 0: Seat <OBJECT>
* 1: Seat Position <ARRAY>
*
* Return Value:
* None
*
* Example:
* [seat, seatPos] call ace_sitting_fnc_hasChairMoved
*
* Public: No
*/
#include "script_component.hpp"
params ["_seat", "_seatPosOrig"];
TRACE_2("Chair position",_seatPosOrig,getPosASL _seat);
(getPosASL _seat) params ["_seatX", "_seatY", "_seatZ"];
_seatPosOrig params ["_seatOrigX", "_seatOrigY", "_seatOrigZ"];
// Check each coordinate due to possibility of tiny movements in simulation
if (abs (_seatX - _seatOrigX) > 0.01) exitWith {true};
if (abs (_seatY - _seatOrigY) > 0.01) exitWith {true};
if (abs (_seatZ - _seatOrigZ) > 0.01) exitWith {true};
false

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@ -16,7 +16,7 @@
*/
#include "script_component.hpp"
private ["_actionID", "_configFile", "_sitDirection", "_sitPosition", "_sitRotation", "_sitDirectionVisual"];
private ["_actionID", "_configFile", "_sitDirection", "_sitPosition", "_sitRotation", "_seatPosOrig"];
params ["_seat", "_player"];
@ -26,7 +26,7 @@ GVAR(seat) = _seat;
// Overwrite weird position, because Arma decides to set it differently based on current animation/stance...
_player switchMove "amovpknlmstpsraswrfldnon";
// add scrollwheel action to release object
// Add scroll-wheel action to release object
_actionID = _player getVariable [QGVAR(StandUpActionID), -1];
if (_actionID != -1) then {
@ -65,30 +65,22 @@ _player setPos (_seat modelToWorld _sitPosition);
_player setVariable [QGVAR(isSitting), true];
_seat setVariable [QGVAR(seatOccupied), true, true]; // To prevent multiple people sitting on one seat
// Add rotation control PFH
_sitDirectionVisual = getDirVisual _player; // Needed for precision and issues with using above directly
// Add automatical stand PFH in case of interruptions
_seatPosOrig = getPosASL _seat;
[{
params ["_args", "_pfhId"];
_args params ["_player", "_sitDirectionVisual", "_sitRotation", "_seat", "_seatPosOrig"];
_args params ["_player", "_seat", "_seatPosOrig"];
// Remove PFH if not sitting any more
if !(_player getVariable [QGVAR(isSitting), false]) exitWith {
[_pfhId] call cba_fnc_removePerFrameHandler;
[_pfhId] call CBA_fnc_removePerFrameHandler;
TRACE_1("Remove PFH",_player getVariable [ARR_2(QGVAR(isSitting), false)]);
};
// Stand up if chair moves
if ([_seat, _seatPosOrig] call FUNC(hasChairMoved)) exitWith {
// Stand up if chair gets deleted or moved
if (isNull _seat || !((getPosASL _seat) isEqualTo _seatPosOrig)) exitWith {
_player call FUNC(stand);
TRACE_2("Chair moved",getPosASL _seat,_seatPosOrig);
};
// Set direction to boundary when passing it
if (getDir _player > _sitDirectionVisual + _sitRotation) exitWith {
_player setDir (_sitDirectionVisual + _sitRotation);
};
if (getDir _player < _sitDirectionVisual - _sitRotation) exitWith {
_player setDir (_sitDirectionVisual - _sitRotation);
};
}, 0, [_player, _sitDirectionVisual, _sitRotation, _seat, _seatPosOrig]] call CBA_fnc_addPerFrameHandler;
}, 0, [_player, _seat, _seatPosOrig]] call CBA_fnc_addPerFrameHandler;