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b489750d5b
* 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
102 lines
3.4 KiB
Plaintext
102 lines
3.4 KiB
Plaintext
/*
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* Original Author: Taosenai
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* Adapted By: KoffeinFlummi, commy2
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*
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* Animates the scope when firing. Called from the unified fired EH only for the local player.
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*
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* Arguments:
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* None. Parameters inherited from EFUNC(common,firedEH)
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*
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* Return Value:
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* None
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*/
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#include "script_component.hpp"
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//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
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TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret);
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disableSerialization;
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// check if compatible scope is used
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private _display = uiNamespace getVariable [QGVAR(RscWeaponInfo2D), displayNull];
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if (isNull _display) exitWith {};
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// Reduce the reticle movement as the player drops into lower, supported stances.
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private _recoilCoef = switch (true) do {
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case (isWeaponDeployed _unit): {0.1};
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case (isWeaponRested _unit): {0.4};
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default {1};
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};
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// Constants which determine how the scope recoils
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private ["_recoilScope", "_reticleShiftX", "_reticleShiftY", "_scopeShiftX", "_scopeShiftY"];
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_recoilScope = _recoilCoef * linearConversion [0, 1, random 1, SCOPE_RECOIL_MIN, SCOPE_RECOIL_MAX, false];
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_reticleShiftX = _recoilCoef * linearConversion [0, 1, random 1, RETICLE_SHIFT_X_MIN, RETICLE_SHIFT_X_MAX, false];
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_reticleShiftY = _recoilCoef * linearConversion [0, 1, random 1, RETICLE_SHIFT_Y_MIN, RETICLE_SHIFT_Y_MAX, false];
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_scopeShiftX = _recoilCoef * linearConversion [0, 1, random 1, SCOPE_SHIFT_X_MIN, SCOPE_SHIFT_X_MAX, false];
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_scopeShiftY = _recoilCoef * linearConversion [0, 1, random 1, SCOPE_SHIFT_Y_MIN, SCOPE_SHIFT_Y_MAX, false];
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// Create and commit recoil effect
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private ["_sizeX", "_sizeY"];
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_sizeX = (0.75 + _recoilScope)/(getResolution select 5);
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_sizeY = _sizeX*(4/3);
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private _positionReticle = [
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safezoneX + 0.5 * safezoneW - 0.5*(_sizeX + _reticleShiftX),
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safezoneY + 0.5 * safezoneH - 0.5*(_sizeY + _reticleShiftY),
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_sizeX,
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_sizeY
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];
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(_display displayCtrl 1713001) ctrlSetPosition _positionReticle;
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(_display displayCtrl 1713002) ctrlSetPosition _positionReticle;
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private _positionBody = [
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safezoneX + 0.5 * safezoneW - 0.5*(2 * _sizeX + _scopeShiftX),
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safezoneY + 0.5 * safezoneH - 0.5*(2 * _sizeY + _scopeShiftY),
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2 * _sizeX,
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2 * _sizeY
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];
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(_display displayCtrl 1713005) ctrlSetPosition _positionBody;
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(_display displayCtrl 1713006) ctrlSetPosition _positionBody;
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(_display displayCtrl 1713001) ctrlCommit 0;
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(_display displayCtrl 1713002) ctrlCommit 0;
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(_display displayCtrl 1713005) ctrlCommit 0;
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(_display displayCtrl 1713006) ctrlCommit 0;
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// Bring them all back
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_sizeX = 0.75/(getResolution select 5);
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_sizeY = _sizeX*(4/3);
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_positionReticle = [
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safezoneX + 0.5 * safezoneW - 0.5 * _sizeX,
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safezoneY + 0.5 * safezoneH - 0.5 * _sizeY,
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_sizeX,
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_sizeY
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];
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(_display displayCtrl 1713001) ctrlSetPosition _positionReticle;
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(_display displayCtrl 1713002) ctrlSetPosition _positionReticle;
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_positionBody = [
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safezoneX + 0.5 * safezoneW - 0.5 * 2 * _sizeX,
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safezoneY + 0.5 * safezoneH - 0.5 * 2 * _sizeY,
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2 * _sizeX,
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2 * _sizeY
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];
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(_display displayCtrl 1713005) ctrlSetPosition _positionBody;
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(_display displayCtrl 1713006) ctrlSetPosition _positionBody;
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(_display displayCtrl 1713001) ctrlCommit RECENTER_TIME;
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(_display displayCtrl 1713002) ctrlCommit RECENTER_TIME;
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(_display displayCtrl 1713005) ctrlCommit RECENTER_TIME;
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(_display displayCtrl 1713006) ctrlCommit RECENTER_TIME;
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