/* * Author: SilentSpike * Transitions the spectator camera vision/view/unit * * Arguments: * 0: Camera mode * - 0: Free * - 1: Internal * - 2: External * 1: Camera unit * 2: Vision mode * - -2: Normal * - -1: NV * - 0: White hot * - 1: Black hot * * Return Value: * None * * Example: * [0,objNull] call ace_spectator_fnc_transitionCamera * * Public: No */ #include "script_component.hpp" params [["_newMode",GVAR(camMode)], ["_newUnit",GVAR(camUnit)], ["_newVision",GVAR(camVision)]]; // If new mode isn't available then keep current (unless current also isn't) if !(_newMode in GVAR(availableModes)) then { _newMode = GVAR(availableModes) select ((GVAR(availableModes) find GVAR(camMode)) max 0); }; // When no units available to spectate, exit to freecam if ((GVAR(unitList) isEqualTo []) && (alive _newUnit || isNull _newUnit)) then { _newMode = 0; _newUnit = objNull; }; // Reset gun cam if not internal if (_newMode != 1) then { GVAR(camGun) = false; }; if (_newMode == 0) then { // Free // Preserve camUnit value for consistency when manually changing view GVAR(camera) cameraEffect ["internal", "back"]; showCinemaBorder false; cameraEffectEnableHUD true; // Apply the camera zoom GVAR(camera) camSetFov -(linearConversion [0.01,2,GVAR(camZoom),-2,-0.01,true]); GVAR(camera) camCommit 0; // Agent is switched to in free cam to hide death table and prevent AI chat while allowing icons to draw (also prevents systemChat and unit HUD) // (Why is so much stuff tied into the current camera unit BI?!) if (isNull GVAR(camAgent)) then { GVAR(camAgent) = createAgent ["VirtualMan_F",markerPos QGVAR(respawn),[],0,""]; }; GVAR(camAgent) switchCamera "internal"; clearRadio; // If new vision isn't available then keep current (unless current also isn't) if !(_newVision in GVAR(availableVisions)) then { _newVision = GVAR(availableVisions) select ((GVAR(availableVisions) find GVAR(camVision)) max 0); }; // Vision mode only applies to free cam if (_newVision < 0) then { false setCamUseTi 0; camUseNVG (_newVision >= -1); } else { true setCamUseTi _newVision; }; GVAR(camVision) = _newVision; // Handle camera movement if (isNil QGVAR(camHandler)) then { GVAR(camHandler) = [FUNC(handleCamera), 0] call CBA_fnc_addPerFrameHandler; }; } else { // When null unit is given choose random if (isNull _newUnit) then { _newUnit = GVAR(unitList) select floor(random(count GVAR(unitList))); }; if (_newMode == 1) then { // Internal // Handle gun cam if (GVAR(camGun)) then { _newUnit switchCamera "gunner"; } else { _newUnit switchCamera "internal"; }; } else { // External _newUnit switchCamera "external"; }; // Clear radio if group changed if (group _newUnit != group GVAR(camUnit)) then { clearRadio; }; GVAR(camUnit) = _newUnit; // Terminate camera view GVAR(camera) cameraEffect ["terminate", "back"]; GVAR(camHandler) = nil; cameraEffectEnableHUD true; }; GVAR(camMode) = _newMode;