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ef9fd92898
@ -46,8 +46,8 @@ if (_lastFireMode != -1) then {
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[{
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private ["_chargeText", "_currentChargeMode", "_currentFireMode", "_display", "_elevDeg", "_elevationDiff", "_lookVector", "_notGunnerView", "_realAzimuth", "_realElevation", "_upVectorDir", "_useMils", "_weaponDir"];
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PARAMS_2(_args,_pfID);
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EXPLODE_2_PVT(_args,_mortarVeh,_fireModes);
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params ["_args", "_pfID"];
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_args params ["_mortarVeh", "_fireModes"];
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if ((vehicle ACE_player) != _mortarVeh) then {
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[_pfID] call CBA_fnc_removePerFrameHandler;
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@ -80,7 +80,19 @@ if (_lastFireMode != -1) then {
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//(looking at the sky VS looking at ground will radicaly change fire direction because BIS)
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_realAzimuth = -1;
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_realElevation = -1;
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if ((ctrlText (_display displayCtrl 173)) == "--") then {
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private _useRealWeaponDir = (ctrlText (_display displayCtrl 173)) == "--";
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if (_useRealWeaponDir && {(_mortarVeh ammo (currentWeapon _mortarVeh)) == 0}) then {
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// With no ammo, distance display will be empty, but gun will still fire at wonky angle if aimed at ground
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private _testSeekerPosASL = AGLtoASL (positionCameraToWorld [0,0,0]);
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private _testSeekerDir = _testSeekerPosASL vectorFromTo (AGLtoASL (positionCameraToWorld [0,0,1]));
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private _laserRange = [_testSeekerPosASL, _testSeekerDir, _mortarVeh] call EFUNC(laser,shootRay);
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_laserRange params ["", ["_rayDistance", -5]]; // ToDo: move shootRay to common
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TRACE_2("",_rayDistance,viewDistance);
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_useRealWeaponDir = _rayDistance > viewDistance; // If we are looking at infinity (based on viewDistance)
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};
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if (_useRealWeaponDir) then {
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//No range (looking at sky), it will follow weaponDir:
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_weaponDir = _mortarVeh weaponDirection (currentWeapon _mortarVeh);
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_realAzimuth = (_weaponDir select 0) atan2 (_weaponDir select 1);
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