ACE3/addons/optics/functions/fnc_handleFired.sqf
2015-05-27 11:28:06 -05:00

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/*
* Original Author: Taosenai
* Adapted By: KoffeinFlummi, commy2
*
* Animates the scope when firing.
*
* Arguments:
* 0: Unit (Object)
* 1: Weapon (String)
* 2: Muzzle (String)
* 3: Mode (String)
* 4: Ammo (Object)
* 5: Magazine (String)
* 6: Projectile (Object)
*
* Return Value:
* None
*/
#include "script_component.hpp"
private ["_unit", "_weapon"];
_unit = _this select 0;
_weapon = _this select 1;
// check if compatible scope is used
private "_display";
_display = uiNamespace getVariable [QGVAR(RscWeaponInfo2D), displayNull];
if (isNull _display) exitWith {};
// Reduce the reticle movement as the player drops into lower, supported stances.
private "_recoilCoef";
_recoilCoef = switch (true) do {
case (isWeaponDeployed _unit): {0.1};
case (isWeaponRested _unit): {0.4};
default {1};
};
// Constants which determine how the scope recoils
private ["_recoilScope", "_reticleShiftX", "_reticleShiftY", "_scopeShiftX", "_scopeShiftY"];
_recoilScope = _recoilCoef * linearConversion [0, 1, random 1, SCOPE_RECOIL_MIN, SCOPE_RECOIL_MAX, false];
_reticleShiftX = _recoilCoef * linearConversion [0, 1, random 1, RETICLE_SHIFT_X_MIN, RETICLE_SHIFT_X_MAX, false];
_reticleShiftY = _recoilCoef * linearConversion [0, 1, random 1, RETICLE_SHIFT_Y_MIN, RETICLE_SHIFT_Y_MAX, false];
_scopeShiftX = _recoilCoef * linearConversion [0, 1, random 1, SCOPE_SHIFT_X_MIN, SCOPE_SHIFT_X_MAX, false];
_scopeShiftY = _recoilCoef * linearConversion [0, 1, random 1, SCOPE_SHIFT_Y_MIN, SCOPE_SHIFT_Y_MAX, false];
// Create and commit recoil effect
private ["_sizeX", "_sizeY"];
_sizeX = (0.75+_recoilScope)/(getResolution select 5);
_sizeY = _sizeX*(4/3);
private "_positionReticle";
_positionReticle = [
safezoneX+0.5*safezoneW-0.5*(_sizeX+_reticleShiftX),
safezoneY+0.5*safezoneH-0.5*(_sizeY+_reticleShiftY),
_sizeX,
_sizeY
];
(_display displayCtrl 1713001) ctrlSetPosition _positionReticle;
(_display displayCtrl 1713002) ctrlSetPosition _positionReticle;
private "_positionBody";
_positionBody = [
safezoneX+0.5*safezoneW-0.5*(2*_sizeX+_scopeShiftX),
safezoneY+0.5*safezoneH-0.5*(2*_sizeY+_scopeShiftY),
2*_sizeX,
2*_sizeY
];
(_display displayCtrl 1713005) ctrlSetPosition _positionBody;
(_display displayCtrl 1713006) ctrlSetPosition _positionBody;
(_display displayCtrl 1713001) ctrlCommit 0;
(_display displayCtrl 1713002) ctrlCommit 0;
(_display displayCtrl 1713005) ctrlCommit 0;
(_display displayCtrl 1713006) ctrlCommit 0;
// Bring them all back
_sizeX = 0.75/(getResolution select 5);
_sizeY = _sizeX*(4/3);
_positionReticle = [
safezoneX+0.5*safezoneW-0.5*_sizeX,
safezoneY+0.5*safezoneH-0.5*_sizeY,
_sizeX,
_sizeY
];
(_display displayCtrl 1713001) ctrlSetPosition _positionReticle;
(_display displayCtrl 1713002) ctrlSetPosition _positionReticle;
_positionBody = [
safezoneX+0.5*safezoneW-0.5*2*_sizeX,
safezoneY+0.5*safezoneH-0.5*2*_sizeY,
2*_sizeX,
2*_sizeY
];
(_display displayCtrl 1713005) ctrlSetPosition _positionBody;
(_display displayCtrl 1713006) ctrlSetPosition _positionBody;
(_display displayCtrl 1713001) ctrlCommit RECENTER_TIME;
(_display displayCtrl 1713002) ctrlCommit RECENTER_TIME;
(_display displayCtrl 1713005) ctrlCommit RECENTER_TIME;
(_display displayCtrl 1713006) ctrlCommit RECENTER_TIME;