/* * Original Author: Taosenai * Adapted By: KoffeinFlummi, commy2 * * Animates the scope when firing. Called from the unified fired EH only for the local player. * * Arguments: * None. Parameters inherited from EFUNC(common,firedEH) * * Return Value: * None */ #include "script_component.hpp" //IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"]; TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret); // check if compatible scope is used private "_display"; _display = uiNamespace getVariable [QGVAR(RscWeaponInfo2D), displayNull]; if (isNull _display) exitWith {}; // Reduce the reticle movement as the player drops into lower, supported stances. private "_recoilCoef"; _recoilCoef = switch (true) do { case (isWeaponDeployed _unit): {0.1}; case (isWeaponRested _unit): {0.4}; default {1}; }; // Constants which determine how the scope recoils private ["_recoilScope", "_reticleShiftX", "_reticleShiftY", "_scopeShiftX", "_scopeShiftY"]; _recoilScope = _recoilCoef * linearConversion [0, 1, random 1, SCOPE_RECOIL_MIN, SCOPE_RECOIL_MAX, false]; _reticleShiftX = _recoilCoef * linearConversion [0, 1, random 1, RETICLE_SHIFT_X_MIN, RETICLE_SHIFT_X_MAX, false]; _reticleShiftY = _recoilCoef * linearConversion [0, 1, random 1, RETICLE_SHIFT_Y_MIN, RETICLE_SHIFT_Y_MAX, false]; _scopeShiftX = _recoilCoef * linearConversion [0, 1, random 1, SCOPE_SHIFT_X_MIN, SCOPE_SHIFT_X_MAX, false]; _scopeShiftY = _recoilCoef * linearConversion [0, 1, random 1, SCOPE_SHIFT_Y_MIN, SCOPE_SHIFT_Y_MAX, false]; // Create and commit recoil effect private ["_sizeX", "_sizeY"]; _sizeX = (0.75+_recoilScope)/(getResolution select 5); _sizeY = _sizeX*(4/3); private "_positionReticle"; _positionReticle = [ safezoneX+0.5*safezoneW-0.5*(_sizeX+_reticleShiftX), safezoneY+0.5*safezoneH-0.5*(_sizeY+_reticleShiftY), _sizeX, _sizeY ]; (_display displayCtrl 1713001) ctrlSetPosition _positionReticle; (_display displayCtrl 1713002) ctrlSetPosition _positionReticle; private "_positionBody"; _positionBody = [ safezoneX+0.5*safezoneW-0.5*(2*_sizeX+_scopeShiftX), safezoneY+0.5*safezoneH-0.5*(2*_sizeY+_scopeShiftY), 2*_sizeX, 2*_sizeY ]; (_display displayCtrl 1713005) ctrlSetPosition _positionBody; (_display displayCtrl 1713006) ctrlSetPosition _positionBody; (_display displayCtrl 1713001) ctrlCommit 0; (_display displayCtrl 1713002) ctrlCommit 0; (_display displayCtrl 1713005) ctrlCommit 0; (_display displayCtrl 1713006) ctrlCommit 0; // Bring them all back _sizeX = 0.75/(getResolution select 5); _sizeY = _sizeX*(4/3); _positionReticle = [ safezoneX+0.5*safezoneW-0.5*_sizeX, safezoneY+0.5*safezoneH-0.5*_sizeY, _sizeX, _sizeY ]; (_display displayCtrl 1713001) ctrlSetPosition _positionReticle; (_display displayCtrl 1713002) ctrlSetPosition _positionReticle; _positionBody = [ safezoneX+0.5*safezoneW-0.5*2*_sizeX, safezoneY+0.5*safezoneH-0.5*2*_sizeY, 2*_sizeX, 2*_sizeY ]; (_display displayCtrl 1713005) ctrlSetPosition _positionBody; (_display displayCtrl 1713006) ctrlSetPosition _positionBody; (_display displayCtrl 1713001) ctrlCommit RECENTER_TIME; (_display displayCtrl 1713002) ctrlCommit RECENTER_TIME; (_display displayCtrl 1713005) ctrlCommit RECENTER_TIME; (_display displayCtrl 1713006) ctrlCommit RECENTER_TIME;