ACE3/addons/spectator/functions/fnc_cam_tick.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

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* scopes

* slideshow

* spectator

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* switchunits

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* 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: Nelson Duarte, AACO, SilentSpike
* Function used to perform camera ticks
*
* Updates camera position in follow mode
* Updates camera focus if current focus becomes null (in unit modes)
* Updates camera when focus enters/exits a vehicle
* Updates camera lights position
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* addMissionEventHandler ["EachFrame", {call ace_spectator_fnc_cam_tick}]
*
* Public: No
*/
BEGIN_COUNTER(camTick);
private _cameraMode = GVAR(camMode);
private _camTarget = GVAR(camFocus);
// UI mouse handler makes use of delta time between camera ticks
private _currentTime = diag_tickTime;
GVAR(camDeltaTime) = _currentTime - GVAR(camLastTickTime);
GVAR(camLastTickTime) = _currentTime;
// If no focus in unit camera modes try to find a new one
if (_cameraMode != MODE_FREE) then {
private _focus = if (isNull _camTarget) then {
private _testFocus = ([] call FUNC(getTargetEntities)) select 0;
if (isNil "_testFocus") then {
objNull
} else {
_testFocus
}
} else {
_camTarget
};
// If new focus was found then switch to it
if (!isNull _focus && {_focus != _camTarget}) then {
[_focus] call FUNC(setFocus);
};
// Update the follow camera position
if (!isNull _focus && {_cameraMode == MODE_FOLLOW}) then {
[_focus] call FUNC(cam_prepareTarget);
};
};
// Refresh the local variable
_camTarget = GVAR(camFocus);
// Focus get in / out of vehicle state
if !(isNull _camTarget) then {
private _targetInVeh = GVAR(camTargetInVehicle);
if (GVAR(camHasTarget)) then {
if (!_targetInVeh && { vehicle _camTarget != _camTarget }) then {
[_camTarget] call FUNC(cam_setTarget);
GVAR(camTargetInVehicle) = true;
};
if (_targetInVeh && { vehicle _camTarget == _camTarget }) then {
[_camTarget] call FUNC(cam_setTarget);
GVAR(camTargetInVehicle) = false;
};
};
} else {
GVAR(camTargetInVehicle) = false;
};
// Camera lights
if (count GVAR(camLights) > 1) then {
(GVAR(camLights) select 1) setPosASL (AGLToASL (screenToWorld getMousePosition));
};
END_COUNTER(camTick);