//#define DEBUG_MODE_FULL #include "script_component.hpp" TRACE_1("enter", _this); FUNC(magnitude) = { _this distance [0, 0, 0] }; FUNC(mat_normalize3d) = { private ["_mag"]; PARAMS_3(_vx,_vy,_vz); _mag = _this call FUNC(magnitude); if (_mag == 0) then {_mag = 1}; [(_vx/_mag), (_vy/_mag), (_vz/_mag)] }; FUNC(laserHudDesignatePFH) = { _args = _this select 0; _laserTarget = _args select 0; _shooter = _args select 1; _vehicle = vehicle _shooter; _weapon = currentWeapon _vehicle; if(!alive _shooter || isNull _vehicle || isNull _laserTarget) exitWith { [(_this select 1)] call cba_fnc_removePerFrameHandler; }; // Retrieve the gunner and turret memory point information _gunnerInfo = [_vehicle, _weapon] call CBA_fnc_getFirer; _turret = [_vehicle, _gunnerInfo select 1] call CBA_fnc_getTurret; _pov = getText (_turret >> "memoryPointGunnerOptics"); _gunBeg = getText (_turret >> "gunBeg"); _gunEnd = getText (_turret >> "gunEnd"); TRACE_3("", _pov, _gunBeg, _gunEnd); // Pull the PIP pov or barrel direction, depending on how the model is set up _povPos = ATLtoASL ( _vehicle modelToWorld (_vehicle selectionPosition _pov ) ); _povDir = [0,0,0]; if(_pov == "pip0_pos") then { _pipDir = ATLtoASL ( _vehicle modelToWorld (_vehicle selectionPosition "pip0_dir" ) ); _povDir = [_povPos, _pipDir] call BIS_fnc_vectorDiff; } else { _gunBeginPos = ATLtoASL ( _vehicle modelToWorld (_vehicle selectionPosition _gunBeg ) ); _gunEndPos = ATLtoASL ( _vehicle modelToWorld (_vehicle selectionPosition _gunEnd ) ); _povDir = [_gunEndPos, _gunBeginPos] call BIS_fnc_vectorDiff; }; TRACE_4("", _povDir, _povPos, _gunBeginPos, _gunEndPos); _result = [_povPos, _povDir] call uo_sys_laser_fnc_shootCone; if((count _result) > 0) then { _resultPositions = _result select 2; if((count _resultPositions) > 0) then { _firstResult = _resultPositions select 0; _pos = _firstResult select 0; // If the laser has moved less than a half meter, then dont move it. // Just regular use of lasers will commonly make them move this much, // but not across multiple close frames. // This loses accuracy a little, but saves position updates per frame. //if( ((getPosASL _laserTarget) distance _pos) > 0.5) then { _laserTarget setPosATL (ASLToATL _pos); //}; #ifdef DEBUG_MODE_FULL drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,0,0,1], ASLToATL _pos, 0.75, 0.75, 0, "", 0.5, 0.025, "TahomaB"]; #endif }; }; }; if(isNil QGVAR(laser)) then { _laserTarget = "LaserTargetW" createVehicle (getpos player); _handle = [FUNC(laserHudDesignatePFH), 0, [_laserTarget, player]] call cba_fnc_addPerFrameHandler; _laserTarget setVariable ["ACE_PFH_HANDLE", _handle, false]; GVAR(laser) = _laserTarget; } else { [] call FUNC(laserHudDesignateOff); [] call FUNC(laserHudDesignateOn); };