mirror of
https://github.com/acemod/ACE3.git
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8e3fd45500
* Initial
* Update artillerytables.cpp
* Pass by value, remove c17 features
* Tweak accuracy
* SQF work
- improve compat with a3 mlrs with remote cam (animationSourcePhase)
- handle non [0] turrets (rhs prp)
- add config entries
- use vectorCos to fix fp error (thanks commy)
* Support per mag air friction
* tweak friction
* Integrate with mk6
* more acos fixes
* Handle invalid memPointGunOptic (CUP_BM21_Base)
* Cleanup
* cleanup/tweaks
* Update checkConfigs.sqf
* Finish cleanup of ace_mk6mortar
* Update stringtable.xml
* fix bwc for ACE_RangeTable_82mm
* Update fnc_rangeTableCanUse.sqf
* build 32dll, fix some headers
* strncpy and move testing to seperate file
* Move to sub-category
* Update for ACE_Extensions changes and add warning to ace_common
* Update stringtable.xml
* Update addons/common/functions/fnc_checkFiles.sqf
Co-Authored-By: jonpas <jonpas33@gmail.com>
* Update stringtable.xml
* Update stringtable.xml
* test extension.yml update logical operator
* Revert "test extension.yml update logical operator"
This reverts commit b1871724ad
.
* more guess and test
109 lines
5.6 KiB
Plaintext
109 lines
5.6 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: PabstMirror
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* Interaction menu opened, search for nearby artillery vehicles.
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*
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* Arguments:
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* 0: Menu Type (1 is self interaction) <NUMBER>
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*
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* Return Value:
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* Can Open <BOOL>
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*
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* Example:
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* [1] call ace_artillerytables_fnc_interactMenuOpened
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*
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* Public: No
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*/
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params ["_menuType"];
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TRACE_1("interactMenuOpened",_menuType);
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if (_menuType != 1) exitWith {};
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if (!("ACE_artilleryTable" in (ace_player call EFUNC(common,uniqueItems)))) exitWith {};
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private _vehicleAdded = ace_player getVariable [QGVAR(vehiclesAdded), []];
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private _rangeTablesShown = ace_player getVariable [QGVAR(rangeTablesShown), []];
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TRACE_2("searching for new vehicles",_vehicleAdded,_rangeTablesShown);
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{
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private _vehicleCfg = configFile >> "CfgVehicles" >> typeOf _x;
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// config "ace_artillerytables_showRangetable" [0 disabled, 1 enabled] falls back to artilleryScanner
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private _showRangetable = if (isNumber (_vehicleCfg >> QGVAR(showRangetable))) then {
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getNumber (_vehicleCfg >> QGVAR(showRangetable))
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} else {
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getNumber (_vehicleCfg >> "artilleryScanner")
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};
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if ((_showRangetable == 1) && {!(_x in _vehicleAdded)}) then {
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private _vehicle = _x;
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private _turret = [];
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private _turretCfg = configNull; // find turret with artillery, will be one with primaryGunner = 1 (e.g. RHS PRP-3)
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{
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private _xTurretCfg = [_vehicleCfg, _x] call CBA_fnc_getTurret;
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if ((getNumber (_xTurretCfg >> "primaryGunner")) == 1) exitWith {
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_turret = _x;
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_turretCfg = _xTurretCfg;
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};
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} forEach allTurrets _vehicle;
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TRACE_3("",_vehicle,configName _vehicleCfg,_turret);
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if (isNull _turretCfg) exitWith { ERROR_1("no primaryGunner %1",configName _vehicleCfg); };
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if ((count _turret) != 1) then { WARNING_2("sub turret %1-%2",_typeOf,_turret); };
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private _weaponsTurret = _vehicle weaponsTurret _turret;
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if ((count _weaponsTurret) != 1) exitWith { WARNING_1("multiple weapons - %1",_typeOf); };
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private _weapon = _weaponsTurret select 0;
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private _turretAnimBody = getText (_turretCfg >> "animationSourceBody");
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private _turretAnimGun = getText (_turretCfg >> "animationSourceGun");
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// For artillery with detached camera (I_Truck_02_MRL_F) need to use animationSourcePhase
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// But that command won't always work, so fallback to animationPhase
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private _currentElevRad = _vehicle animationSourcePhase _turretAnimGun;
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if (isNil "_currentElevRad") then { _currentElevRad = _vehicle animationPhase _turretAnimGun; };
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private _currentTraverseRad = _vehicle animationSourcePhase _turretAnimBody;
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if (isNil "_currentTraverseRad") then { _currentTraverseRad = _vehicle animationPhase _turretAnimBody; };
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// Some turrets (MK6) have a neutralX rotation that we need to add to min/max config elevation to get actual limits
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private _weaponDir = _vehicle weaponDirection _weapon;
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private _turretRot = [vectorDir _vehicle, vectorUp _vehicle, deg _currentTraverseRad] call CBA_fnc_vectRotate3D;
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private _neutralX = (acos ((_turretRot vectorCos _weaponDir) min 1)) - (deg _currentElevRad); // vectorCos can return values outside of -1..1
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_neutralX = (round (_neutralX * 10)) / 10; // minimize floating point errors
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private _minElev = _neutralX + getNumber (_turretCfg >> "minElev");
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private _maxElev = _neutralX + getNumber (_turretCfg >> "maxElev");
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private _applyCorrections = if (isNumber (_vehicleCfg >> QGVAR(applyCorrections))) then {
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getNumber (_vehicleCfg >> QGVAR(applyCorrections))
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} else {
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getNumber (_vehicleCfg >> "artilleryScanner")
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};
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private _advCorrection = GVAR(advancedCorrections) && {_applyCorrections == 1};
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if ((missionNamespace getVariable [QEGVAR(mk6Mortar,airResistanceEnabled), false]) && {_vehicle isKindOf "Mortar_01_base_F"}) then {
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_advCorrection = true;
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};
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// check weapon and limits in case different vehicles use the same weapon (cammo variants should still produce the same array)
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private _info = [_weapon, _minElev, _maxElev, _advCorrection];
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_vehicleAdded pushBack _vehicle;
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ace_player setVariable [QGVAR(vehiclesAdded), _vehicleAdded];
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private _index = _rangeTablesShown pushBackUnique _info;
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TRACE_2("",_info,_index);
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if (_index != -1) then {
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private _statement = {
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params ["", "", "_info"];
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TRACE_1("interaction statement",_info);
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[FUNC(rangeTableOpen), _info] call CBA_fnc_execNextFrame; // delay a frame because of interaction menu closing dialogs
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};
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private _condition = {
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//IGNORE_PRIVATE_WARNING ["_player"];
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("ACE_artilleryTable" in (_player call EFUNC(common,uniqueItems))) && {[_player, objNull, ["notOnMap", "isNotSitting", "isNotInside"]] call EFUNC(common,canInteractWith)}
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};
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private _displayName = format ["%1%2", getText (_vehicleCfg >> "displayName"),["","*"] select _advCorrection];
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private _action = [format ['QGVAR(%1)',_index], _displayName, QPATHTOF(UI\icon_rangeTable.paa), _statement, _condition, {}, _info] call EFUNC(interact_menu,createAction);
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[ace_player, 1, ["ACE_SelfActions", "ACE_Equipment"], _action] call EFUNC(interact_menu,addActionToObject);
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TRACE_1("added action",_displayName);
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ace_player setVariable [QGVAR(rangeTablesShown), _rangeTablesShown];
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};
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};
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} forEach (nearestObjects [ace_player, ["LandVehicle"], 25]);
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