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be8f7f9cc0
replace filter and map with select and apply
57 lines
1.9 KiB
Plaintext
57 lines
1.9 KiB
Plaintext
/*
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* Author: KoffeinFlummi, Ruthberg
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* Applies the adjustment for the current scope
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*
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* Argument:
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* 0: Unit <OBJECT>
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* 1: Absolute elevation <NUMBER>
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* 2: Absolute windage <NUMBER>
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* 3: Absolute zero reference <NUMBER>
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*
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* Return value:
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* True <BOOL>
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*
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* Example:
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* [player, 1.3, 0.3, 0.1] call ace_scopes_fnc_applyScopeAdjustment
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_adjustmentDifference", "_pitchBankYaw", "_adjustment", "_weaponIndex"];
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params ["_unit", "_elevation", "_windage", "_zero"];
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_weaponIndex = [_unit, currentWeapon _unit] call EFUNC(common,getWeaponIndex);
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_adjustment = _unit getVariable QGVAR(Adjustment);
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if (isNil "_adjustment") then {
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// [Windage, Elevation, Zero]
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_adjustment = [[0, 0, 0], [0, 0, 0], [0, 0, 0]];
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_unit setVariable [QGVAR(Adjustment), _adjustment];
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};
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_adjustmentDifference = (_adjustment select _weaponIndex) vectorDiff [_elevation, _windage, _zero];
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if (_adjustmentDifference isEqualTo [0,0,0]) exitWith {false}; // Don't coninue if no adjustment is made
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_adjustment set [_weaponIndex, [_elevation, _windage, _zero]];
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[_unit, QGVAR(Adjustment), _adjustment, 0.5] call EFUNC(common,setVariablePublic);
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playSound selectRandom ["ACE_Scopes_Click_1", "ACE_Scopes_Click_2", "ACE_Scopes_Click_3"];
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// slightly rotate the player if looking through optic
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if (cameraView == "GUNNER") then {
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// Convert adjustmentDifference from mils to degrees
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_adjustmentDifference = _adjustmentDifference apply {_x * 0.05625};
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_adjustmentDifference params ["_elevationDifference", "_windageDifference"];
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_pitchBankYaw = [_unit] call EFUNC(common,getPitchBankYaw);
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_pitchBankYaw params ["_pitch", "_bank", "_yaw"];
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_pitch = _pitch + _elevationDifference;
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_yaw = _yaw + _windageDifference;
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[_unit, _pitch, _bank, _yaw] call EFUNC(common,setPitchBankYaw);
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} else {
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[] call FUNC(showZeroing);
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};
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true
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