ACE3/addons/scopes/functions/fnc_adjustScope.sqf

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/*
* Author: KoffeinFlummi
* Changes the adjustment for the current scope
*
* Argument:
* 0: Unit <OBJECT>
* 1: Horizontal adjustment <NUMBER>
* 2: Vertical adjustment <NUMBER>
*
* Return value:
* True <BOOL>
*
* Public: No
*/
#include "script_component.hpp"
private ["_unit", "_weapons", "_zeroing", "_pitchbankyaw", "_pitch", "_bank", "_yaw", "_hint"];
_unit = _this select 0;
_weaponIndex = [_unit, currentWeapon _unit] call EFUNC(common,getWeaponIndex);
_adjustment = _unit getVariable QGVAR(Adjustment);
if (isNil "_adjustment") then {
_adjustment = [[0,0], [0,0], [0,0]];
_unit setVariable [QGVAR(Adjustment), _adjustment];
};
_zeroing = _adjustment select _weaponIndex;
_zeroing set [0, (round (((_zeroing select 0) + (_this select 1)) * 10)) / 10];
_zeroing set [1, (round (((_zeroing select 1) + (_this select 2)) * 10)) / 10];
// Change the adjustment array
_adjustment set [_weaponIndex, _zeroing];
[_unit, QGVAR(Adjustment), _adjustment, 0.5] call EFUNC(common,setVariablePublic);
playSound (["ACE_Scopes_Click_1", "ACE_Scopes_Click_2", "ACE_Scopes_Click_3"] select floor random 3);
// slightly rotate the player if looking through optic
if (cameraView == "GUNNER") then {
_pitchbankyaw = [_unit] call EFUNC(common,getPitchBankYaw);
// these are not exact mil-to-degree conversions, but instead chosen
// to minimize the effect of rounding errors
_pitch = (_pitchbankyaw select 0) + ((_this select 2) * -0.04);
_bank = _pitchbankyaw select 1;
_yaw = (_pitchbankyaw select 2) + ((_this select 1) * -0.04);
[_unit, _pitch, _bank, _yaw] call EFUNC(common,setPitchBankYaw)
} else {
[] call FUNC(showZeroing);
};
true