#include "..\script_component.hpp" /* * Author: jaynus, PabstMirror * Main loop, handles scaning for targets and drawing the javelin optic * * Arguments: * 0: Last run frame * 0: Current target (what we locked last run) * 0: Lock start time (cba mission time) * 0: Next sound play time (ticktime) * 0: Next target scan (ticktime) * * Return Value: * None * * Example: * [] call ace_javelin_fnc_onOpticDraw * * Public: No */ // TRACE_1("onOpticDraw",diag_frameno); #define __TRACKINTERVAL 0 // how frequent the ui update should be. #define __SCANNTERVAL 0.05 // how frequent the target scan check should be. #define __LOCKONTIME 3 // Lock on won't occur sooner // Pull the arguments params ["_lastRunFrame", "_currentTarget", "_lockStartTime", "_soundNextPlayTime", "_fireDisabledEH", "_nextTargetScan"]; // Get shooter info private _currentShooter = if (ACE_player call CBA_fnc_canUseWeapon) then {ACE_player} else {vehicle ACE_player}; private _currentWeapon = currentWeapon _currentShooter; private _currentMagazine = currentMagazine _currentShooter; // Get weapon / ammo configs private _ammoCount = _currentShooter ammo _currentWeapon; private _weaponConfig = configProperties [configFile >> "CfgWeapons" >> _currentWeapon, QUOTE(configName _x == QUOTE(QGVAR(enabled))), false]; private _ammoConfig = if (_currentMagazine != "") then { private _ammoType = getText (configFile >> "CfgMagazines" >> _currentMagazine >> "ammo"); configProperties [(configFile >> "CfgAmmo" >> _ammoType), "(configName _x) == 'ace_missileguidance'", false]; } else { [] }; // Check if loaded and javelin enabled for wepaon and missile guidance enabled for loaded ammo if ((_ammoCount == 0) || // No ammo loaded {(count _weaponConfig) < 1} || {(getNumber (_weaponConfig select 0)) != 1} || // Not enabled for weapon {(count _ammoConfig) < 1} || {(getNumber ((_ammoConfig select 0) >> "enabled")) != 1} // Not enabled for ammo ) exitWith { __JavelinIGUITargeting ctrlShow false; __JavelinIGUISeek ctrlSetTextColor __ColorGray; _fireDisabledEH = [_fireDisabledEH] call FUNC(enableFire); _this set [0, diag_frameno]; _this set [4, _fireDisabledEH]; // Fix weapon being in top-attack when loading AP magazine (https://feedback.bistudio.com/T171012) if ((_currentShooter == ACE_player) && {_currentMagazine == "Titan_AP"} && {currentWeaponMode ACE_player == "TopDown"}) then { { _x params ["_xIndex", "", "", "", "_xMode"]; if (_xMode == "Single") exitWith { ACE_player action ["SwitchWeapon", _currentShooter, ACE_player, _xIndex]; __JavelinIGUITop ctrlSetTextColor __ColorGray; __JavelinIGUIDir ctrlSetTextColor __ColorGreen; TRACE_2("fix top-attack for AP",weaponState _currentShooter,_x); }; } forEach (ACE_player weaponsInfo [_currentWeapon, true]); }; }; // Bail on fast movement (keep it steady) if ((velocity ACE_player) distance [0,0,0] > 0.75 && {cameraView == "GUNNER"} && {cameraOn == ACE_player}) exitWith { TRACE_1("exiting gunner because movement",velocity ACE_player); ACE_player switchCamera "INTERNAL"; if (player != ACE_player) then { TRACE_2("Zeus, manually reseting RC after switchCamera",player,ACE_player); player remoteControl ACE_player; }; }; // Refresh the firemode (top/dir) [] call FUNC(showFireMode); // Get UI constants private _offsetX = 0.5 * safeZoneW - safeZoneX - 0.5; private _offsetY = 0.5 * safeZoneH - safeZoneY - 0.5; private _newTarget = objNull; if (GVAR(isLockKeyDown) && {cameraView == "GUNNER"} && {((currentVisionMode ACE_player) == 2) || {missionNamespace getVariable [QGVAR(ignoreVisionMode), false]}}) then { // Attempting to lock; getTarget can be expensive so it's rate is limited if (diag_tickTime > _nextTargetScan) then { BEGIN_COUNTER(getTarget); _newTarget = [_currentTarget, 2500, 0.6] call FUNC(getTarget); END_COUNTER(getTarget); _nextTargetScan = diag_tickTime + __SCANNTERVAL; } else { _newTarget = _currentTarget; }; // Show gate box private _boundsInput = if (_currentTarget isKindOf "CAManBase") then { [_currentTarget,[-0.5,-0.5,-0.25],[0,0,0]]; } else { [_currentTarget,[-1,-1,-1],_currentTarget selectionPosition "zamerny"]; }; private _bpos = _boundsInput call EFUNC(common,worldToScreenBounds); private _lockTime = if (isNull _currentTarget) then {0} else {CBA_missionTime - _lockStartTime}; private _minX = ((linearConversion [1, (__LOCKONTIME - 0.5), _lockTime, 0.5 - 0.075*safeZoneW, (_bpos select 0), true]) + _offsetX) max __ConstraintLeft; private _minY = ((linearConversion [1, (__LOCKONTIME - 0.5), _lockTime, 0.5 - 0.075*safeZoneH, (_bpos select 1), true]) + _offsetY) max __ConstraintTop; private _maxX = (((linearConversion [1, (__LOCKONTIME - 0.5), _lockTime, 0.5 + 0.075*safeZoneW, (_bpos select 2), true]) + _offsetX) min __ConstraintRight) - (0.025 * (3 / 4) * safeZoneH); private _maxY = (((linearConversion [1, (__LOCKONTIME - 0.5), _lockTime, 0.5 + 0.075*safeZoneH, (_bpos select 3), true]) + _offsetY) min __ConstraintBottom) - (0.025 * safeZoneH); // TRACE_3("",_boundsInput,_bpos,_lockTime); // TRACE_4("",_minX,_maxX,_minY,_maxY); __JavelinIGUITargetingGateTL ctrlSetPosition [_minX, _minY]; __JavelinIGUITargetingGateTR ctrlSetPosition [_maxX, _minY]; __JavelinIGUITargetingGateBL ctrlSetPosition [_minX, _maxY]; __JavelinIGUITargetingGateBR ctrlSetPosition [_maxX, _maxY]; {_x ctrlCommit __TRACKINTERVAL} forEach [__JavelinIGUITargetingGateTL, __JavelinIGUITargetingGateTR, __JavelinIGUITargetingGateBL, __JavelinIGUITargetingGateBR]; __JavelinIGUITargeting ctrlShow true; __JavelinIGUITargetingGate ctrlShow true; } else { // Not trying to lock __JavelinIGUITargeting ctrlShow false; __JavelinIGUITargetingGate ctrlShow false; __JavelinIGUITargetingLines ctrlShow false; }; if (isNull _newTarget) then { // No target found _currentTarget = objNull; _lockStartTime = 0; __JavelinIGUISeek ctrlSetTextColor __ColorGray; _currentShooter setVariable ["ace_missileguidance_target", nil, false]; __JavelinIGUITargetingLines ctrlShow false; // Disallow fire _fireDisabledEH = [_fireDisabledEH] call FUNC(disableFire); } else { if ((!isNull _newTarget) && {_currentTarget != _newTarget}) then { TRACE_1("New Target, reseting locking",_newTarget); _lockStartTime = CBA_missionTime; _currentTarget = _newTarget; }; if ((CBA_missionTime - _lockStartTime) > __LOCKONTIME) then { // Lock on after 3 seconds TRACE_2("LOCKED!",_currentTarget,_lockStartTime); __JavelinIGUISeek ctrlSetTextColor __ColorGreen; __JavelinIGUITargetingLines ctrlShow true; // Move target marker (the crosshair) to aimpoint on the target private _aimPointOnTarget = _currentTarget selectionPosition (["zamerny", "body"] select (_currentTarget isKindOf "CAManBase")); (worldToScreen (_currentTarget modelToWorld _aimPointOnTarget)) params [["_aposX", 0.5], ["_aposY", 0.5]]; private _ctrlPos = ctrlPosition __JavelinIGUITargetingLineV; _ctrlPos set [0, _aposX + _offsetX]; __JavelinIGUITargetingLineV ctrlSetPosition _ctrlPos; __JavelinIGUITargetingLineV ctrlCommit __TRACKINTERVAL; _ctrlPos = ctrlPosition __JavelinIGUITargetingLineH; _ctrlPos set [1, _aposY + _offsetY]; __JavelinIGUITargetingLineH ctrlSetPosition _ctrlPos; __JavelinIGUITargetingLineH ctrlCommit __TRACKINTERVAL; _currentShooter setVariable ["ace_missileguidance_target", _currentTarget, false]; // Allow fire _fireDisabledEH = [_fireDisabledEH] call FUNC(enableFire); if (diag_tickTime > _soundNextPlayTime) then { playSound "ACE_Javelin_Locked"; _soundNextPlayTime = diag_tickTime + 0.25; }; } else { // Lock in progress __JavelinIGUISeek ctrlSetTextColor __ColorGray; __JavelinIGUITargetingLines ctrlShow false; _currentShooter setVariable ["ace_missileguidance_target", nil, false]; if (diag_tickTime > _soundNextPlayTime) then { playSound "ACE_Javelin_Locking"; _soundNextPlayTime = diag_tickTime + 0.25; }; // Disallow fire _fireDisabledEH = [_fireDisabledEH] call FUNC(disableFire); }; }; // Save arguments for next run _this set [0, diag_frameno]; _this set [1, _currentTarget]; _this set [2, _lockStartTime]; _this set [3, _soundNextPlayTime]; _this set [4, _fireDisabledEH]; _this set [5, _nextTargetScan];