ACE3/addons/mk6mortar/functions/fnc_handlePlayerVehicleChanged.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: PabstMirror
* Handles player getting into new vehicle. Loads PFEG for mortar display if it is a mortar.
*
* Arguments:
* 0: Player <OBJECT>
* 1: New Vehicle <OBJECT>
*
* Return Value:
* None
*
* Example:
* [bob, mortar] call ace_mk6mortar_fnc_handlePlayerVehicleChanged;
*
* Public: No
*/
params ["_player", "_newVehicle"];
if (isNull _newVehicle) exitWith {};
if (!(_newVehicle isKindOf "Mortar_01_base_F")) exitWith {};
// Run magazine handling initialization if enabled
if (!(_newVehicle getVariable [QGVAR(initialized),false]) && !(_newVehicle getVariable [QGVAR(exclude),false])) then {
// Make sure that mortar init is executed after settings init
[{
params ["_mortar"];
if (GVAR(useAmmoHandling) && {!(_mortar getVariable [QGVAR(initialized),false]) && !(_mortar getVariable [QGVAR(exclude),false])}) then {
//wait for proper turret locality change
[{
["ace_initMortar", [_this], [_this]] call CBA_fnc_globalEvent;
}, _mortar, 0.05] call CBA_fnc_waitAndExecute;
};
}, _newVehicle] call EFUNC(common,runAfterSettingsInit);
};
private _tubeWeaponName = (weapons _newVehicle) select 0;
private _fireModes = getArray (configFile >> "CfgWeapons" >> _tubeWeaponName >> "modes");
//Restore last firemode:
private _lastFireMode = _newVehicle getVariable [QGVAR(lastFireMode), -1];
if (_lastFireMode != -1) then {
_player action ["SwitchWeapon", _newVehicle, _player, _lastFireMode];
};
[{
params ["_args", "_pfID"];
_args params ["_mortarVeh", "_fireModes"];
if ((vehicle ACE_player) != _mortarVeh) then {
[_pfID] call CBA_fnc_removePerFrameHandler;
} else {
private _useMils = _mortarVeh getVariable [QGVAR(useMils), true];
//Compute: 'charge' from weaponstate
private _currentFireMode = (weaponState [_mortarVeh, [0]]) select 2;
private _currentChargeMode = _fireModes find _currentFireMode;
//Save firemode on vehicle:
_mortarVeh setVariable [QGVAR(lastFireMode), _currentChargeMode];
if (shownArtilleryComputer && {!GVAR(allowComputerRangefinder)}) then {
//Don't like this solution, but it works
closeDialog 0;
[parseText "Computer Disabled"] call EFUNC(common,displayTextStructured);
};
private _display = uiNamespace getVariable ["ACE_Mk6_RscWeaponRangeArtillery", displayNull];
if (isNull _display) exitWith {}; //It may be null for the first frame
private _chargeText = format ["<t size='0.8'>%1: %2 <img image='%3'/></t>", (localize LSTRING(rangetable_charge)), _currentChargeMode, QPATHTOF(UI\ui_charges.paa)];
//Hud should hidden in 3rd person
private _notGunnerView = cameraView != "GUNNER";
//Calc real azimuth/elevation
//(looking at the sky VS looking at ground will radicaly change fire direction because BIS)
private _realAzimuth = -1;
private _realElevation = -1;
private _useRealWeaponDir = (ctrlText (_display displayCtrl 173)) == "--";
if (_useRealWeaponDir && {(_mortarVeh ammo (currentWeapon _mortarVeh)) == 0}) then {
// With no ammo, distance display will be empty, but gun will still fire at wonky angle if aimed at ground
private _testSeekerPosASL = AGLtoASL (positionCameraToWorld [0,0,0]);
private _testSeekerDir = _testSeekerPosASL vectorFromTo (AGLtoASL (positionCameraToWorld [0,0,1]));
private _testPoint = _testSeekerPosASL vectorAdd (_testSeekerDir vectorMultiply viewDistance);
if ((terrainIntersectASL [_testSeekerPosASL, _testPoint]) || {lineIntersects [_testSeekerPosASL, _testPoint]}) then {
_useRealWeaponDir = false; // If we are not looking at infinity (based on viewDistance)
};
};
if (_useRealWeaponDir) then {
//No range (looking at sky), it will follow weaponDir:
private _weaponDir = _mortarVeh weaponDirection (currentWeapon _mortarVeh);
_realAzimuth = (_weaponDir select 0) atan2 (_weaponDir select 1);
_realElevation = asin (_weaponDir select 2);
} else {
//Valid range, will fire at camera dir
private _lookVector = ((positionCameraToWorld [0,0,0]) call EFUNC(common,positionToASL)) vectorFromTo ((positionCameraToWorld [0,0,10]) call EFUNC(common,positionToASL));
_realAzimuth = ((_lookVector select 0) atan2 (_lookVector select 1));
private _upVectorDir = (((vectorUp _mortarVeh) select 0) atan2 ((vectorUp _mortarVeh) select 1));
private _elevationDiff = (cos (_realAzimuth - _upVectorDir)) * acos ((vectorUp _mortarVeh) select 2);
_realElevation = ((180 / PI) * (_mortarVeh animationPhase "mainGun")) + 75 - _elevationDiff;
};
//Update Heading Display:
if (_notGunnerView || (!GVAR(allowCompass))) then {
(_display displayCtrl 80156) ctrlSetText "";
} else {
if (_useMils) then {
(_display displayCtrl 80156) ctrlSetText str (((round (_realAzimuth * 6400 / 360)) + 6400) % 6400);
} else {
(_display displayCtrl 80156) ctrlSetText str ((round (_realAzimuth + 360)) % 360);
};
};
//Update CurrentElevation Display and "charge" text
if (_notGunnerView) then {
(_display displayCtrl 80085) ctrlSetStructuredText parseText "";
(_display displayCtrl 80175) ctrlSetText "";
} else {
(_display displayCtrl 80085) ctrlSetStructuredText parseText _chargeText;
if (_useMils) then {
(_display displayCtrl 80175) ctrlSetText str ((round (_realElevation * 6400 / 360)) % 6400);
} else {
(_display displayCtrl 80175) ctrlSetText str (((round (_realElevation * 100)) / 100) % 360);
};
};
//Update ElevationNeeded Display:
if (_notGunnerView || (!GVAR(allowComputerRangefinder))) then {
(_display displayCtrl 80176) ctrlSetText "";
} else {
private _elevDeg = parseNumber ctrlText (_display displayCtrl 176);
if (_elevDeg <= 0) then { //Bad data means "----" out of range
(_display displayCtrl 80176) ctrlSetText (ctrlText (_display displayCtrl 176));
} else {
_elevDeg = _elevDeg + (_realElevation - (parseNumber ctrlText (_display displayCtrl 175)));
if (_useMils) then {
(_display displayCtrl 80176) ctrlSetText str round ((round (_elevDeg * 6400 / 360)) % 6400);
} else {
(_display displayCtrl 80176) ctrlSetText str (((round (_elevDeg * 100)) / 100) % 360);
};
};
};
};
}, 0, [_newVehicle, _fireModes]] call CBA_fnc_addPerFrameHandler;