/* * Author: PabstMirror * Handles the track key being held down. * Tracks change in direction of weapon and computes angle change per second. * * Arguments: * None * * Return Value: * None * * Example: * [] call ace_nlaw_fnc_keyDown * * Public: No */ // #define DEBUG_MODE_FULL #include "script_component.hpp" TRACE_1("lock key down",GVAR(isLockKeyDown)); if (!alive ACE_player) exitWith {}; if (!([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith))) exitWith {}; if (!(ACE_player call CBA_fnc_canUseWeapon)) exitWith {}; if ((getNumber (configFile >> "CfgWeapons" >> (currentWeapon ACE_player) >> QGVAR(enabled))) == 0) exitWith {}; if (GVAR(isLockKeyDown)) exitWith {ERROR("already running?");}; GVAR(isLockKeyDown) = true; playSound "ACE_Sound_Click"; // Get starting weapon dir ((ACE_player weaponDirection (currentWeapon ACE_player)) call CBA_fnc_vect2Polar) params ["", "_yaw", "_pitch"]; [{ params ["_args", "_pfID"]; _args params ["_lastTime", "_lastYaw", "_lastPitch", "_initPhase"]; if ((!alive ACE_player) || {!([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith))} || {!GVAR(isLockKeyDown)} || {!(ACE_player call CBA_fnc_canUseWeapon)} || {(getNumber (configFile >> "CfgWeapons" >> (currentWeapon ACE_player) >> QGVAR(enabled))) == 0}) exitWith { TRACE_1("ending track",_pfID); [_pfID] call CBA_fnc_removePerFrameHandler; playSound "ACE_Sound_Click"; [{ // reset gvars after a short delay TRACE_1("reset vars",_this); GVAR(yawChange) = 0; GVAR(pitchChange) = 0; }, [], 0.5] call CBA_fnc_waitAndExecute; }; private _deltaT = CBA_missionTime - _lastTime; if (_deltaT == 0) exitWith {}; if (_initPhase && {_deltaT < 0.75}) exitWith {}; ((ACE_player weaponDirection (currentWeapon ACE_player)) call CBA_fnc_vect2Polar) params ["", "_yaw", "_pitch"]; private _yawChange = ([_yaw - _lastYaw] call CBA_fnc_simplifyAngle180) / _deltaT; private _pitchChange = ([_pitch - _lastPitch] call CBA_fnc_simplifyAngle180) / _deltaT; if (_initPhase) then { // initial value will use first 0.75 seconds of input GVAR(yawChange) = _yawChange; GVAR(pitchChange) = _pitchChange; _args set [3, false]; } else { // smoothing factor alpha - higher values will be more responsive to change, but also spike higher on jerky mouse movmeent private _alpha = _deltaT / 3; GVAR(yawChange) = (_yawChange * _alpha) + GVAR(yawChange) * (1 - _alpha); GVAR(pitchChange) = (_pitchChange * _alpha) + GVAR(pitchChange) * (1 - _alpha); }; _args set [0, CBA_missionTime]; _args set [1, _yaw]; _args set [2, _pitch]; #ifdef DEBUG_MODE_FULL hintSilent format ["Instantaneous\nYaw: %1\n Pitch: %2\nGVAR\nYaw: %3\nPitch: %4", _yawChange, _pitchChange, GVAR(yawChange), GVAR(pitchChange)]; #endif }, .25, [CBA_missionTime, _yaw, _pitch, true]] call CBA_fnc_addPerFrameHandler;