ACE3/addons/optics/functions/fnc_handleFired.sqf
Glowbal b489750d5b Minor optimizations using private, params, and isEqualType (#4323)
* Optimizations with private, params, and isEqualType

* Fixed tab being used instead of space

* Fixed tabs inserted by notepad++

* More usage of new private syntax and params

- changed a few checks for an array being empty to `_arr isEqualTo []`
rather than `count _arr == 0`
- added more uses of `private` on the same line as the variable is
declared
- added more uses of params to assign variables passed as parameters
- removed unnecessary parentheses
- removed several unnecessary variable declarations with private array
syntax

* clean up and formatting
2016-09-04 16:44:22 +02:00

102 lines
3.4 KiB
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/*
* Original Author: Taosenai
* Adapted By: KoffeinFlummi, commy2
*
* Animates the scope when firing. Called from the unified fired EH only for the local player.
*
* Arguments:
* None. Parameters inherited from EFUNC(common,firedEH)
*
* Return Value:
* None
*/
#include "script_component.hpp"
//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret);
disableSerialization;
// check if compatible scope is used
private _display = uiNamespace getVariable [QGVAR(RscWeaponInfo2D), displayNull];
if (isNull _display) exitWith {};
// Reduce the reticle movement as the player drops into lower, supported stances.
private _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 = [
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 = [
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;