#include "script_component.hpp" /* * Author: PabstMirror * Handles player getting into new vehicle. Loads PFEG for mortar display if it is a mortar. * * Arguments: * 0: Player * 1: New Vehicle * * Return Value: * None * * Example: * [bob, mortar] call ace_mk6mortar_fnc_handlePlayerVehicleChanged; * * Public: No */ params ["_player", "_newVehicle"]; if (isNull _newVehicle) exitWith {}; if (!(_newVehicle isKindOf "Mortar_01_base_F")) exitWith {}; private _tubeWeaponName = (weapons _newVehicle) select 0; private _fireModes = getArray (configFile >> "CfgWeapons" >> _tubeWeaponName >> "modes"); //Restore last firemode: private _lastFireMode = _newVehicle getVariable [QGVAR(lastFireMode), -1]; if (_lastFireMode != -1) then { _player action ["SwitchWeapon", _newVehicle, _player, _lastFireMode]; }; [{ params ["_args", "_pfID"]; _args params ["_mortarVeh", "_fireModes"]; if ((vehicle ACE_player) != _mortarVeh) then { [_pfID] call CBA_fnc_removePerFrameHandler; } else { private _useMils = _mortarVeh getVariable [QGVAR(useMils), true]; //Compute: 'charge' from weaponstate private _currentFireMode = (weaponState [_mortarVeh, [0]]) select 2; private _currentChargeMode = _fireModes find _currentFireMode; //Save firemode on vehicle: _mortarVeh setVariable [QGVAR(lastFireMode), _currentChargeMode]; if (shownArtilleryComputer && {!GVAR(allowComputerRangefinder)}) then { //Don't like this solution, but it works closeDialog 0; [parseText "Computer Disabled"] call EFUNC(common,displayTextStructured); }; private _display = uiNamespace getVariable ["ACE_Mk6_RscWeaponRangeArtillery", displayNull]; if (isNull _display) exitWith {}; //It may be null for the first frame private _chargeText = format ["%1: %2 ", (localize LSTRING(rangetable_charge)), _currentChargeMode, QPATHTOF(UI\ui_charges.paa)]; //Hud should hidden in 3rd person private _notGunnerView = cameraView != "GUNNER"; //Calc real azimuth/elevation //(looking at the sky VS looking at ground will radicaly change fire direction because BIS) private _realAzimuth = -1; private _realElevation = -1; private _useRealWeaponDir = (ctrlText (_display displayCtrl 173)) == "--"; if (_useRealWeaponDir && {(_mortarVeh ammo (currentWeapon _mortarVeh)) == 0}) then { // With no ammo, distance display will be empty, but gun will still fire at wonky angle if aimed at ground private _testSeekerPosASL = AGLtoASL (positionCameraToWorld [0,0,0]); private _testSeekerDir = _testSeekerPosASL vectorFromTo (AGLtoASL (positionCameraToWorld [0,0,1])); private _testPoint = _testSeekerPosASL vectorAdd (_testSeekerDir vectorMultiply viewDistance); if ((terrainIntersectASL [_testSeekerPosASL, _testPoint]) || {lineIntersects [_testSeekerPosASL, _testPoint]}) then { _useRealWeaponDir = false; // If we are not looking at infinity (based on viewDistance) }; }; if (_useRealWeaponDir) then { //No range (looking at sky), it will follow weaponDir: private _weaponDir = _mortarVeh weaponDirection (currentWeapon _mortarVeh); _realAzimuth = (_weaponDir select 0) atan2 (_weaponDir select 1); _realElevation = asin (_weaponDir select 2); } else { //Valid range, will fire at camera dir private _lookVector = ((positionCameraToWorld [0,0,0]) call EFUNC(common,positionToASL)) vectorFromTo ((positionCameraToWorld [0,0,10]) call EFUNC(common,positionToASL)); _realAzimuth = ((_lookVector select 0) atan2 (_lookVector select 1)); private _upVectorDir = (((vectorUp _mortarVeh) select 0) atan2 ((vectorUp _mortarVeh) select 1)); private _elevationDiff = (cos (_realAzimuth - _upVectorDir)) * acos ((vectorUp _mortarVeh) select 2); _realElevation = ((180 / PI) * (_mortarVeh animationPhase "mainGun")) + 75 - _elevationDiff; }; //Update Heading Display: if (_notGunnerView || (!GVAR(allowCompass))) then { (_display displayCtrl 80156) ctrlSetText ""; } else { if (_useMils) then { (_display displayCtrl 80156) ctrlSetText str (((round (_realAzimuth * 6400 / 360)) + 6400) % 6400); } else { (_display displayCtrl 80156) ctrlSetText str ((round (_realAzimuth + 360)) % 360); }; }; //Update CurrentElevation Display and "charge" text if (_notGunnerView) then { (_display displayCtrl 80085) ctrlSetStructuredText parseText ""; (_display displayCtrl 80175) ctrlSetText ""; } else { (_display displayCtrl 80085) ctrlSetStructuredText parseText _chargeText; if (_useMils) then { (_display displayCtrl 80175) ctrlSetText str ((round (_realElevation * 6400 / 360)) % 6400); } else { (_display displayCtrl 80175) ctrlSetText str (((round (_realElevation * 100)) / 100) % 360); }; }; //Update ElevationNeeded Display: if (_notGunnerView || (!GVAR(allowComputerRangefinder))) then { (_display displayCtrl 80176) ctrlSetText ""; } else { private _elevDeg = parseNumber ctrlText (_display displayCtrl 176); if (_elevDeg <= 0) then { //Bad data means "----" out of range (_display displayCtrl 80176) ctrlSetText (ctrlText (_display displayCtrl 176)); } else { _elevDeg = _elevDeg + (_realElevation - (parseNumber ctrlText (_display displayCtrl 175))); if (_useMils) then { (_display displayCtrl 80176) ctrlSetText str round ((round (_elevDeg * 6400 / 360)) % 6400); } else { (_display displayCtrl 80176) ctrlSetText str (((round (_elevDeg * 100)) / 100) % 360); }; }; }; }; }, 0, [_newVehicle, _fireModes]] call CBA_fnc_addPerFrameHandler;