/* * Author: KoffeinFlummi * * Checks if a vehicle is equipped with an FCS and if so, adds the fired event handler * * Arguments: * 0: Vehicle * * Return Value: * none */ #include "script_component.hpp" private "_vehicle"; _vehicle = _this select 0; { if (getNumber (configFile >> "CfgVehicles" >> typeOf _vehicle >> QGVAR(Enabled)) == 1) then { // @todo for all turrets _vehicle addEventHandler ["Fired", {_this call FUNC(firedEH)}]; _vehicle setVariable [format ["%1_%2", QGVAR(Distance), _x], 0, true]; _vehicle setVariable [format ["%1_%2", QGVAR(Magazines), _x], [], true]; _vehicle setVariable [format ["%1_%2", QGVAR(Elevation), _x], [], true]; _vehicle setVariable [format ["%1_%2", QGVAR(Azimuth), _x], 0, true]; // calculate offset between gunner camera and muzzle position if !(_vehicle isKindOf "Air") then { private ["_turretConfig", "_gunBeg", "_gunnerView", "_gunBegPos", "_gunnerViewPos", "_viewDiff"]; _turretConfig = [configFile >> "CfgVehicles" >> typeOf _vehicle, _x] call EFUNC(common,getTurretConfigPath); _gunBeg = getText (_turretConfig >> "gunBeg"); // @todo player turret path _gunnerView = getText (_turretConfig >> "memoryPointGunnerOptics"); // @todo player turret path _gunBegPos = (_vehicle selectionPosition _gunBeg) select 0; _gunnerViewPos = (_vehicle selectionPosition _gunnerView) select 0; _viewDiff = _gunBegPos - _gunnerViewPos; _vehicle setVariable [format ["%1_%2", QGVAR(ViewDiff), _x], _viewDiff, true]; } else { _vehicle setVariable [format ["%1_%2", QGVAR(ViewDiff), _x], 0, true]; }; }; } forEach allTurrets _vehicle;