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ab6fc8efca
* Fix laser and missileguidance over water * Return a normalized vector in EFUNC(common,getTurretDirection) * Make laser dispersion simulation optional, default off * Prototype for ace_laser_designate * Remove vanilla laser handling from ace_laser in favor of the new code on ace_laser_designate * Simplify laser into one module Rewrite large parts of laser Merge laser_designate Delete lase_selfDesignate * Cleanup missile guidance * Headers, fix laser over water * Cleanup * Test * Change setting to scalar, more cleanup * Add seeker debug drawing
43 lines
1.3 KiB
Plaintext
43 lines
1.3 KiB
Plaintext
/*
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* Author: jaynus
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* Get the absolute turret direction for FOV/PIP turret.
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*
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* Arguments:
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* 0: Vehicle <OBJECT>
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* 1: Turret Position <ARRAY>
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*
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* Return Value:
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* 0: Position ASL <ARRAY>
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* 1: Direction <ARRAY>
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*
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* Public: Yes
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*/
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#include "script_component.hpp"
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params ["_vehicle", "_position"];
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private _turret = [_vehicle, _position] call CBA_fnc_getTurret;
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private _pov = getText (_turret >> "memoryPointGunnerOptics");
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private _gunBeg = getText (_turret >> "gunBeg");
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private _gunEnd = getText (_turret >> "gunEnd");
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TRACE_3("", _pov, _gunBeg, _gunEnd);
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// Pull the PIP pov or barrel direction, depending on how the model is set up
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private _povPos = ATLtoASL (_vehicle modelToWorldVisual (_vehicle selectionPosition _pov)); //@todo AGLToASL ?
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private _povDir = [0,0,0];
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if (_pov == "pip0_pos") then {
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private _pipDir = ATLtoASL (_vehicle modelToWorldVisual (_vehicle selectionPosition "pip0_dir"));
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_povDir = _pipDir vectorDiff _povPos;
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} else {
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private _gunBeginPos = ATLtoASL (_vehicle modelToWorldVisual (_vehicle selectionPosition _gunBeg));
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private _gunEndPos = ATLtoASL (_vehicle modelToWorldVisual (_vehicle selectionPosition _gunEnd));
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_povDir = _gunBeginPos vectorDiff _gunEndPos;
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};
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_povDir = vectorNormalized _povDir;
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[_povPos, _povDir]
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