//#define DEBUG_MODE_FULL #include "script_component.hpp" TRACE_1("enter", _this); #define __TRACKINTERVAL 0 // how frequent the check should be. #define __LOCKONTIME 3 // Lock on won't occur sooner private["_apos", "_aposX", "_aposY", "_args", "_boundsInput", "_bpos", "_canFire", "_constraintBottom"]; private["_constraintLeft", "_constraintRight", "_constraintTop", "_currentTarget", "_fireDisabledEH"]; private["_firedEH", "_fov", "_lastTick", "_lockTime", "_maxX", "_maxY", "_minX", "_minY", "_newTarget"]; private["_offsetX", "_offsetY", "_pos", "_randomLockInterval", "_randomPosWithinBounds", "_range"]; private["_runTime", "_soundTime", "_targetArray", "_zamerny", "_currentShooter"]; _currentShooter = (vehicle ACE_player); #define __OffsetX ((ctrlPosition __JavelinIGUITargetingLineV) select 0) - 0.5 #define __OffsetY ((ctrlPosition __JavelinIGUITargetingLineH) select 1) - 0.5 // Reset arguments if we havnt rendered in over a second _args = uiNamespace getVariable[QGVAR(arguments), [] ]; if( (count _args) > 0) then { _lastTick = _args select 0; if(diag_tickTime - _lastTick > 1) then { [] call FUNC(onOpticLoad); }; }; TRACE_1("Running", "Running"); // Pull the arguments _currentTarget = _args select 1; _runTime = _args select 2; _lockTime = _args select 3; _soundTime = _args select 4; _randomLockInterval = _args select 5; _fireDisabledEH = _args select 6; _configs = configProperties [configFile >> "CfgWeapons" >> (currentWeapon (vehicle ACE_player)) >> QGVAR(enabled), "true", false]; /* if( ! ([ (configFile >> "CfgWeapons" >> (currentWeapon (vehicle ACE_player)) ), "launch_Titan_short_base"] call EFUNC(common,inheritsFrom)) && { ! ([ (configFile >> "CfgWeapons" >> (currentWeapon (vehicle ACE_player)) ), "missiles_titan_at"] call EFUNC(common,inheritsFrom)) } */ if((count _config) < 1) exitWith { __JavelinIGUITargeting ctrlShow false; __JavelinIGUITargetingGate ctrlShow false; __JavelinIGUITargetingLines ctrlShow false; __JavelinIGUITargetingConstraints ctrlShow false; if(!isNil "_fireDisabledEH") then { _fireDisabledEH = [_fireDisabledEH] call FUNC(enableFire); }; [(_this select 1)] call cba_fnc_removePerFrameHandler; uiNamespace setVariable["ACE_RscOptics_javelin_PFH", nil]; }; // Find a target within the optic range _newTarget = objNull; // Bail on fast movement if ((velocity ACE_player) distance [0,0,0] > 0.5 && {cameraView == "GUNNER"} && {cameraOn == ACE_player}) exitWith { // keep it steady. ACE_player switchCamera "INTERNAL"; }; // Refresh the firemode [] call FUNC(showFireMode); // bail on not loaded if( (vehicle ACE_player) != ACE_player) then { if( (vehicle player) magazineTurretAmmo ["1Rnd_GAT_missiles", [0]] < 1) exitWith { TRACE_1("No turret ammo, exit", ""); }; } else { if (ACE_player ammo (currentWeapon ACE_player) < 1 ) exitWith { TRACE_1("No ammo, exit", ""); }; }; _range = parseNumber (ctrlText __JavelinIGUIRangefinder); TRACE_1("Viewing range", _range); if (_range > 50 && {_range < 2500}) then { _pos = positionCameraToWorld [0,0,_range]; _targetArray = _pos nearEntities ["AllVehicles", _range/100]; TRACE_1("Searching at range", _targetArray); if (count (_targetArray) > 0) then { _newTarget = _targetArray select 0; }; }; if (isNull _newTarget) then { _newTarget = cursorTarget; }; // Create constants _constraintTop = __ConstraintTop; _constraintLeft = __ConstraintLeft; _constraintBottom = __ConstraintBottom; _constraintRight = __ConstraintRight; _offsetX = __OffsetX; _offsetY = __OffsetY; __JavelinIGUITargeting ctrlShow true; __JavelinIGUITargetingConstrains ctrlShow true; _zamerny = if (_currentTarget isKindOf "CAManBase") then {_currentTarget selectionPosition "body"} else {_currentTarget selectionPosition "zamerny"}; _randomPosWithinBounds = [(_zamerny select 0) + 1 - (random 2.0),(_zamerny select 1) + 1 - (random 2.0),(_zamerny select 2) + 0.5 - (random 1.0)]; _apos = worldToScreen (_currentTarget modelToWorld _randomPosWithinBounds); _aposX = 0; _aposY = 0; if (count _apos < 2) then { _aposX = 1; _aposY = 0; } else { _aposX = (_apos select 0) + _offsetX; _aposY = (_apos select 1) + _offsetY; }; if((call CBA_fnc_getFoV) select 1 > 9) then { __JavelinIGUINFOV ctrlSetTextColor __ColorGreen; __JavelinIGUIWFOV ctrlSetTextColor __ColorGray; } else { __JavelinIGUINFOV ctrlSetTextColor __ColorGray; __JavelinIGUIWFOV ctrlSetTextColor __ColorGreen; }; FUNC(disableFire) = { _firedEH = _this select 0; if(_firedEH < 0 && difficulty > 0) then { _firedEH = [ACE_player, "DefaultAction", {true}, { _canFire = (_this select 1) getVariable["ace_missileguidance_target", nil]; if(!isNil "_canFire") exitWith { false }; true }] call EFUNC(common,addActionEventHandler); }; _firedEH }; FUNC(enableFire) = { _firedEH = _this select 0; if(_firedEH > 0 && difficulty > 0) then { [ACE_player, "DefaultAction", _firedEH] call EFUNC(common,removeActionEventHandler); }; -1 }; if (isNull _newTarget) then { // No targets found _currentTarget = objNull; _lockTime = 0; __JavelinIGUISeek ctrlSetTextColor __ColorGray; __JavelinIGUITargeting ctrlShow false; __JavelinIGUITargetingGate ctrlShow false; __JavelinIGUITargetingLines ctrlShow false; __JavelinIGUITargetingConstraints ctrlShow false; _currentShooter setVariable ["ace_missileguidance_target",nil, false]; // Disallow fire _fireDisabledEH = [_fireDisabledEH] call FUNC(disableFire); } else { _fov = [] call CBA_fnc_getFoV; TRACE_1("FOV", _fov); if (_newTarget distance ACE_player < 2500 && {(call CBA_fnc_getFoV) select 1 > 9} && { (currentVisionMode ACE_player == 2)} && GVAR(isLockKeyDown) ) then { // Lock on after 3 seconds if(_currentTarget != _newTarget) then { TRACE_1("New Target, reseting locking", _newTarget); _lockTime = diag_tickTime; _currentTarget = _newTarget; playSound "ACE_Javelin_Locking"; } else { if(diag_tickTime - _lockTime > __LOCKONTIME + _randomLockInterval) then { TRACE_2("LOCKED!", _currentTarget, _lockTime); __JavelinIGUISeek ctrlSetTextColor __ColorGreen; __JavelinIGUITargeting ctrlShow true; __JavelinIGUITargetingConstrains ctrlShow false; __JavelinIGUITargetingGate ctrlShow true; __JavelinIGUITargetingLines ctrlShow true; // Move target marker to coords. //__JavelinIGUITargetingLineV ctrlSetPosition [_aposX,ctrlPosition __JavelinIGUITargetingLineV select 1]; //__JavelinIGUITargetingLineH ctrlSetPosition [ctrlPosition __JavelinIGUITargetingLineH select 0,_aposY]; //{_x ctrlCommit __TRACKINTERVAL} forEach [__JavelinIGUITargetingLineH,__JavelinIGUITargetingLineV]; _boundsInput = if (_currentTarget isKindOf "CAManBase") then { [_currentTarget,[-1,-1,-2],_currentTarget selectionPosition "body"]; } else { [_currentTarget,[-1,-1,-2],_currentTarget selectionPosition "zamerny"]; }; _bpos = _boundsInput call EFUNC(common,worldToScreenBounds); _minX = ((_bpos select 0) + _offsetX) max _constraintLeft; _minY = ((_bpos select 1) + _offsetY) max _constraintTop; _maxX = ((_bpos select 2) + _offsetX) min (_constraintRight - 0.025*(3/4)*SafezoneH); _maxY = ((_bpos select 3) + _offsetY) min (_constraintBottom - 0.025*SafezoneH); TRACE_4("", _boundsInput, _bpos, _minX, _minY); __JavelinIGUITargetingGateTL ctrlSetPosition [_minX,_minY]; __JavelinIGUITargetingGateTR ctrlSetPosition [_maxX,_minY]; __JavelinIGUITargetingGateBL ctrlSetPosition [_minX,_maxY]; __JavelinIGUITargetingGateBR ctrlSetPosition [_maxX,_maxY]; {_x ctrlCommit __TRACKINTERVAL} forEach [__JavelinIGUITargetingGateTL,__JavelinIGUITargetingGateTR,__JavelinIGUITargetingGateBL,__JavelinIGUITargetingGateBR]; _currentShooter setVariable["ace_missileguidance_target", _currentTarget, false]; // Allow fire _fireDisabledEH = [_fireDisabledEH] call FUNC(enableFire); if(diag_tickTime > _soundTime) then { playSound "ACE_Javelin_Locked"; _soundTime = diag_tickTime + 0.25; }; } else { __JavelinIGUITargeting ctrlShow true; __JavelinIGUITargetingGate ctrlShow true; __JavelinIGUITargetingConstrains ctrlShow true; __JavelinIGUITargetingLines ctrlShow false; _currentShooter setVariable["ace_missileguidance_target", nil, false]; _boundsInput = if (_currentTarget isKindOf "CAManBase") then { [_newTarget,[-1,-1,-2],_currentTarget selectionPosition "body"]; } else { [_newTarget,[-1,-1,-1],_currentTarget selectionPosition "zamerny"]; }; _bpos = _boundsInput call EFUNC(common,worldToScreenBounds); _minX = ((_bpos select 0) + _offsetX) max _constraintLeft; _minY = ((_bpos select 1) + _offsetY) max _constraintTop; _maxX = ((_bpos select 2) + _offsetX) min (_constraintRight - 0.025*(3/4)*SafezoneH); _maxY = ((_bpos select 3) + _offsetY) min (_constraintBottom - 0.025*SafezoneH); TRACE_4("", _boundsInput, _bpos, _minX, _minY); __JavelinIGUITargetingGateTL ctrlSetPosition [_minX,_minY]; __JavelinIGUITargetingGateTR ctrlSetPosition [_maxX,_minY]; __JavelinIGUITargetingGateBL ctrlSetPosition [_minX,_maxY]; __JavelinIGUITargetingGateBR ctrlSetPosition [_maxX,_maxY]; {_x ctrlCommit __TRACKINTERVAL} forEach [__JavelinIGUITargetingGateTL,__JavelinIGUITargetingGateTR,__JavelinIGUITargetingGateBL,__JavelinIGUITargetingGateBR]; if(diag_tickTime > _soundTime) then { playSound "ACE_Javelin_Locking"; _soundTime = diag_tickTime + 0.25; }; // Disallow fire _fireDisabledEH = [_fireDisabledEH] call FUNC(disableFire); }; }; } else { // No targets found _currentTarget = objNull; _lockTime = 0; __JavelinIGUISeek ctrlSetTextColor __ColorGray; __JavelinIGUITargeting ctrlShow false; __JavelinIGUITargetingGate ctrlShow false; __JavelinIGUITargetingLines ctrlShow false; __JavelinIGUITargetingConstraints ctrlShow false; _currentShooter setVariable ["ace_missileguidance_target",nil, false]; // Disallow fire _fireDisabledEH = [_fireDisabledEH] call FUNC(disableFire); }; }; //TRACE_2("", _newTarget, _currentTarget); // Save arguments for next run _args set[0, diag_tickTime]; _args set[1, _currentTarget]; _args set[2, _runTime]; _args set[3, _lockTime]; _args set[4, _soundTime]; _args set[6, _fireDisabledEH]; uiNamespace setVariable[QGVAR(arguments), _args ];