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laserpointer with new command lineintersectssurface
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@ -1,30 +1,11 @@
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// by commy2 and esteldunedain
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#include "script_component.hpp"
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private ["_p0", "_p1", "_p0Pos", "_offV1", "_offV2", "_offV3", "_camPos", "_intermediatePos", "_iteration", "_light", "_line", "_pL", "_pL2", "_pX", "_size", "_units", "_fnc_getDistanceToTerrain", "_fnc_doesIntersectWithMan"];
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params ["_unit", "_range", "_isGreen", "_brightness"];
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// init object
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/*if (isNil QGVAR(laserdot)) then {
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_light = "#lightpoint" createVehicleLocal [0,0,0];
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_light setLightBrightness 10;
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_light setLightColor [1,0,0];
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_light setLightAmbient [1,0,0];
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_light setLightDayLight true;
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//_light lightAttachObject [GVAR(laserdot), [0,0,0]];
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_light setLightAttenuation [0.04,4,4,0,0.04,0.08];
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private ["_p0", "_v1", "_v2", "_v3", "_p1", "_pL", "_distance", "_pL2", "_camPos", "_size"];
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GVAR(laserdot) = _light;
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};*/
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EXPLODE_4_PVT(_this,_unit,_range,_isGreen,_brightness);
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_p0Pos = _unit modelToWorldVisual (_unit selectionPosition "righthand");
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// Convert _p0Pos to ASL
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_p0 = + _p0Pos;
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if (!surfaceIsWater _p0) then {
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_p0 = ATLtoASL _p0;
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};
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_p0 = AGLToASL (_unit modelToWorldVisual (_unit selectionPosition "righthand"));
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// Find a system of orthogonal reference vectors
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// _v1 points in the direction of the weapon
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@ -36,68 +17,22 @@ _v3 = _v2 vectorCrossProduct _v1;
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// Offset over the 3 reference axis
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// This offset could eventually be configured by weapon in the config
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_offV1 = 0.31;
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_offV2 = 0;
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_offV3 = 0.08;
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#define OFFV1 0.31
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#define OFFV2 0
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#define OFFV3 0.08
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// Offset _p0, the start of the laser
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_p0 = _p0 vectorAdd (_v1 vectorMultiply _offV1) vectorAdd (_v3 vectorMultiply _offV3) vectorAdd (_v2 vectorMultiply _offV2);
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_p0Pos = _p0Pos vectorAdd (_v1 vectorMultiply _offV1) vectorAdd (_v3 vectorMultiply _offV3) vectorAdd (_v2 vectorMultiply _offV2);
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_p0 = _p0 vectorAdd (_v1 vectorMultiply OFFV1) vectorAdd (_v3 vectorMultiply OFFV3) vectorAdd (_v2 vectorMultiply OFFV2);
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// Calculate _p1, the potential end of the laser
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_p1 = _p0 vectorAdd (_v1 vectorMultiply _range);
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//Debugaaa = lineIntersectsObjs [_p0, _p1, objNull, _unit, false, 2];
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_pL = lineIntersectsSurfaces [_p0, _p1, ACE_player, vehicle ACE_player, true, 1, "GEOM", "FIRE"] select 0 select 0;
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_fnc_getDistanceToTerrain = {
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private ["_distance"];
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// no intersection found, quit
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if (isNil "_pL") exitWith {};
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_pX = + _p0;
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_line = [_p0, _pX];
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_distance = _this;
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_iteration = _distance;
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while {_iteration > 0.05 / 2} do {
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_iteration = _iteration / 2;
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_pX = _p0 vectorAdd (_v1 vectorMultiply _distance);
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_line set [1, _pX];
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_distance = _distance + (([1, -1] select (lineIntersects (_line + [_unit]) || {terrainIntersectASL _line})) * _iteration);
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if (_distance > _this) exitWith {_distance = _this};
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};
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_distance
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};
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// Get distance to nearest object or terrain (excluding men)
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_distance = _range call _fnc_getDistanceToTerrain;
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// Find all men potentially intercepted by the ray
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_intermediatePos = _p0 vectorAdd (_v1 vectorMultiply _distance/2);
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if (!surfaceIsWater _intermediatePos) then {
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_intermediatePos = ASLtoATL _intermediatePos;
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};
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_units = nearestObjects [_intermediatePos, ["Man"], _distance/2];
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_units deleteAt (_units find _unit);
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_fnc_doesIntersectWithMan = {
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_pX = _p0 vectorAdd (_v1 vectorMultiply (_this select 1));
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if (!surfaceIsWater _pX) then {
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_pX = ASLtoATL _pX;
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};
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count ([_this select 0, "FIRE"] intersect [_p0Pos, _pX]) > 0
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};
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// Test intersection with nearby men
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{
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if ([_x, _distance] call _fnc_doesIntersectWithMan) then {
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_distance = _distance min ((_unit distance _x) - _offV1);
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};
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} forEach _units;
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_distance = _p0 vectorDistance _pL;
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//systemChat str _distance;
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if (_distance < 0.5) exitWith {};
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@ -105,31 +40,29 @@ if (_distance < 0.5) exitWith {};
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_pL = _p0 vectorAdd (_v1 vectorMultiply _distance);
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_pL2 = _p0 vectorAdd (_v1 vectorMultiply (_distance - 0.5));
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// Convert _pL to pos
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if (!surfaceIsWater _pL) then {
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_pL = ASLtoATL _pL;
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};
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_pL = ASLtoAGL _pL;
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/*
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drawLine3D [
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_p0Pos,
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_p0,
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_pL,
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[[1,0,0,1], [0,1,0,1]] select _isGreen
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];
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*/
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_size = 2 * (_range - (positionCameraToWorld [0,0,0] vectorDistance _pL)) / _range;
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//systemChat str [_unit, "FIRE"] intersect [_camPos, _pL];
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_camPos = positionCameraToWorld [0,0,0.2];
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if (count ([_unit, "FIRE"] intersect [_camPos, _pL]) > 0) exitWith {};
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if (count ([ACE_player, "FIRE"] intersect [_camPos, _pL]) > 0) exitWith {};
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// Convert _camPos to ASL
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if (!surfaceIsWater _camPos) then { _camPos = ATLtoASL _camPos; };
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_camPos = AGLToASL _camPos;
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if ( terrainIntersectASL [_camPos, _pL2]) exitWith {};
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if ( lineIntersects [_camPos, _pL2]) exitWith {};
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//GVAR(laserdot) setPos _pL;
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_size = 2 * (_range - (positionCameraToWorld [0,0,0] vectorDistance _pL)) / _range;
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drawIcon3D [
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format ["\a3\weapons_f\acc\data\collimdot_%1_ca.paa", ["red", "green"] select _isGreen],
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@ -35,7 +35,7 @@ _brightness = 2 - call EFUNC(common,ambientBrightness);
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};
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if (_laserID > 0 && {_x isFlashlightOn _weapon}) then {
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[_x, 50, (_laserID == 2 || _isIR), _brightness] call FUNC(drawLaserpoint);
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[_x, 100, (_laserID == 2 || _isIR), _brightness] call FUNC(drawLaserpoint);
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};
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};
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