ACE3/addons/fcs/functions/fnc_calculateSolution.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

82 lines
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#include "script_component.hpp"
/*
* Author: VKing
* Calculate FCS solution
*
* Arguments:
* 0: Vehicle <OBJECT>
* 1: Turret <ARRAY>
* 2: Target distance <NUMBER>
* 3: Azimuth offset <UNKNOWN>
*
* Return Value:
* None
*
* Example:
* [car, [turret], 5, ?] call ace_fcs_fnc_calculateSolution
*
* Public: No
*/
params ["_vehicle","_turret","_distance","_angleTarget"];
TRACE_4("params",_vehicle,_turret,_distance,_angleTarget);
private _FCSInitSpeed = [];
private _FCSMagazines = [];
private _FCSElevation = [];
private _turretConfig = [configFile >> "CfgVehicles" >> typeOf _vehicle, _turret] call EFUNC(common,getTurretConfigPath);
{
private _magazine = _x;
private _ammo = getText (configFile >> "CfgMagazines" >> _magazine >> "ammo");
private _bulletSimulation = getText (configFile >> "CfgAmmo" >> _ammo >> "simulation");
if !(_bulletSimulation == "shotMissile") then {
private _maxElev = getNumber (_turretConfig >> "maxElev");
private _initSpeed = getNumber (configFile >> "CfgMagazines" >> _magazine >> "initSpeed");
private _airFriction = getNumber (configFile >> "CfgAmmo" >> _ammo >> "airFriction");
{
private _weapon = _x;
private _muzzles = getArray (configFile >> "CfgWeapons" >> _weapon >> "muzzles");
private _weaponMagazines = getArray (configFile >> "CfgWeapons" >> _weapon >> "magazines");
{
if (_x != "this") then {
_weaponMagazines append getArray (configFile >> "CfgWeapons" >> _weapon >> _x >> "magazines");
};
false
} count _muzzles;
// Fix the `in` operator being case sensitive and BI fucking up the spelling of their own classnames
private _weaponMagazinesCheck = _weaponMagazines apply {toLower _x};
// Another BIS fix: ShotBullet simulation uses weapon initSpeed, others ignore it
if (toLower _magazine in _weaponMagazinesCheck && {_bulletSimulation == "shotBullet"}) exitWith {
private _initSpeedCoef = getNumber(configFile >> "CfgWeapons" >> _weapon >> "initSpeed");
if (_initSpeedCoef < 0) then {
_initSpeed = _initSpeed * -_initSpeedCoef;
};
if (_initSpeedCoef > 0) then {
_initSpeed = _initSpeedCoef;
};
};
false
} count (_vehicle weaponsTurret _turret);
private _offset = "ace_fcs" callExtension format ["%1,%2,%3,%4", _initSpeed, _airFriction, _angleTarget, _distance];
_offset = parseNumber _offset;
_FCSInitSpeed pushBack _initSpeed;
_FCSMagazines pushBack _magazine;
_FCSElevation pushBack _offset;
};
false
} count (_vehicle magazinesTurret _turret);
[_vehicle, format ["%1_%2", QGVAR(Distance), _turret], _distance] call EFUNC(common,setVariablePublic);
[_vehicle, format ["%1_%2", QGVAR(InitSpeed), _turret], _FCSInitSpeed] call EFUNC(common,setVariablePublic);
[_vehicle, format ["%1_%2", QGVAR(Magazines), _turret], _FCSMagazines] call EFUNC(common,setVariablePublic);
[_vehicle, format ["%1_%2", QGVAR(Elevation), _turret], _FCSElevation] call EFUNC(common,setVariablePublic);