#include "script_component.hpp" /* * Author: Taosenai * Adapted By: KoffeinFlummi, commy2 * * Animates the scope when firing. Called from the unified fired EH only for the local player. * * Arguments: * None. Parameters inherited from EFUNC(common,firedEH) * * Return Value: * None * * Example: * call ace_optics_fnc_handleFired * * Public: No */ // IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"]; TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret); disableSerialization; // Check if compatible scope is used private _display = uiNamespace getVariable [QGVAR(RscWeaponInfo2D), displayNull]; if (isNull _display) exitWith {}; // Reduce the reticle movement as the player drops into lower, supported stances. private _recoilCoef = switch (true) do { case (isWeaponDeployed _unit): {0.1}; case (isWeaponRested _unit): {0.4}; default {1}; }; // Constants which determine how the scope recoils private _recoilScope = _recoilCoef * linearConversion [0, 1, random 1, SCOPE_RECOIL_MIN, SCOPE_RECOIL_MAX, false]; private _reticleShiftX = _recoilCoef * linearConversion [0, 1, random 1, RETICLE_SHIFT_X_MIN, RETICLE_SHIFT_X_MAX, false]; private _reticleShiftY = _recoilCoef * linearConversion [0, 1, random 1, RETICLE_SHIFT_Y_MIN, RETICLE_SHIFT_Y_MAX, false]; private _scopeShiftX = _recoilCoef * linearConversion [0, 1, random 1, SCOPE_SHIFT_X_MIN, SCOPE_SHIFT_X_MAX, false]; private _scopeShiftY = _recoilCoef * linearConversion [0, 1, random 1, SCOPE_SHIFT_Y_MIN, SCOPE_SHIFT_Y_MAX, false]; // Create and commit recoil effect private _sizeX = (0.75 + _recoilScope) / (getResolution select 5); private _sizeY = _sizeX * (4 / 3); private _positionReticle = [ safezoneX + 0.5 * safezoneW - 0.5 * (_sizeX + _reticleShiftX), safezoneY + 0.5 * safezoneH - 0.5 * (_sizeY + _reticleShiftY), _sizeX, _sizeY ]; (_display displayCtrl 1713001) ctrlSetPosition _positionReticle; (_display displayCtrl 1713002) ctrlSetPosition _positionReticle; private _positionBody = [ safezoneX + 0.5 * safezoneW - 0.5 * (2 * _sizeX + _scopeShiftX), safezoneY + 0.5 * safezoneH - 0.5 * (2 * _sizeY + _scopeShiftY), 2 * _sizeX, 2 * _sizeY ]; (_display displayCtrl 1713005) ctrlSetPosition _positionBody; (_display displayCtrl 1713006) ctrlSetPosition _positionBody; (_display displayCtrl 1713001) ctrlCommit 0; (_display displayCtrl 1713002) ctrlCommit 0; (_display displayCtrl 1713005) ctrlCommit 0; (_display displayCtrl 1713006) ctrlCommit 0; // Bring them all back _sizeX = 0.75 / (getResolution select 5); _sizeY = _sizeX * (4 / 3); _positionReticle = [ safezoneX + 0.5 * safezoneW - 0.5 * _sizeX, safezoneY + 0.5 * safezoneH - 0.5 * _sizeY, _sizeX, _sizeY ]; (_display displayCtrl 1713001) ctrlSetPosition _positionReticle; (_display displayCtrl 1713002) ctrlSetPosition _positionReticle; _positionBody = [ safezoneX + 0.5 * safezoneW - 0.5 * 2 * _sizeX, safezoneY + 0.5 * safezoneH - 0.5 * 2 * _sizeY, 2 * _sizeX, 2 * _sizeY ]; (_display displayCtrl 1713005) ctrlSetPosition _positionBody; (_display displayCtrl 1713006) ctrlSetPosition _positionBody; (_display displayCtrl 1713001) ctrlCommit RECENTER_TIME; (_display displayCtrl 1713002) ctrlCommit RECENTER_TIME; (_display displayCtrl 1713005) ctrlCommit RECENTER_TIME; (_display displayCtrl 1713006) ctrlCommit RECENTER_TIME;