ACE3/addons/spectator/functions/fnc_setFocus.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: AACO, SilentSpike
* Function used to set the camera focus
*
* Arguments:
* 0: New focus <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player] call ace_spectator_fnc_setFocus
*
* Public: No
*/
params [["_newFocus", objNull, [objNull,true]]];
// If boolean provided then first find a focus
if (_newFocus isEqualType true) then {
private _testFocus = ([] call FUNC(getTargetEntities)) select 0;
if (isNil "_testFocus") then {
if (MODE_FREE in GVAR(availableModes)) then {
WARNING("No available entities to focus on. Switching to free cam.");
[MODE_FREE] call FUNC(cam_setCameraMode);
_newFocus = objNull;
} else {
// Default to player if necessary
WARNING("No available entities to focus on. Using player.");
_newFocus = player;
};
} else {
_newFocus = _testFocus;
};
};
if (_newFocus != GVAR(camFocus) && { !(isNull _newFocus && { isNull GVAR(camFocus) }) }) then {
GVAR(camFocus) = _newFocus;
if (isNull _newFocus) then {
if (GVAR(camMode) == MODE_FREE) then {
[] call FUNC(cam_resetTarget);
} else {
[MODE_FREE] call FUNC(cam_setCameraMode);
};
} else {
[GVAR(camMode)] call FUNC(cam_setCameraMode);
};
// Only update display if it exists, this function is independent of it
if !(isNull SPEC_DISPLAY) then {
[] call FUNC(ui_updateListFocus);
[] call FUNC(ui_updateWidget);
[] call FUNC(ui_updateHelp);
};
};