ACE3/addons/minedetector/functions/fnc_detectorLoop.sqf
Phyma ffaa195fe5 Conform function headers to coding guidelines (#5255)
* Fixed headers to work with silentspike python script

* Fixed rest of the files

* Fixed ace-team
2017-06-08 15:31:51 +02:00

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/*
* Author: Glowbal
* Handle mine detection in a PFH loop
*
* Arguments:
* 0: args <ARRAY>
* 1: PHD Id <PFH_ID>
*
* Return Value:
* None
*
* Example:
* [[args], 2] call ACE_minedetector_fnc_detectorLoop
*
* Public: No
*/
#include "script_component.hpp"
params ["_args", "_idPFH"];
_args params ["_unit", "_type", "_detectorConfig", "_lastPlayed"];
// If locality switched just turn off the detector
if !(local _unit) exitWith {
[QGVAR(disableDetector), [_unit, _type], _unit] call CBA_fnc_targetEvent;
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
if !([_unit, _type] call FUNC(hasDetector)) exitWith {
// disable detector type
[_unit, _type] call FUNC(disableDetector);
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
if (!alive _unit) exitWith {
[_unit, _type] call FUNC(disableDetector);
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
if !([_unit, _type] call FUNC(isDetectorEnabled)) exitWith {
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
if (currentWeapon _unit != _type) exitWith {
[_unit, _type] call FUNC(disableDetector);
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
private _detected = [[_unit, _detectorConfig], FUNC(getDetectedObject), _unit, QGVAR(detectedObjects), 0.15] call EFUNC(common,cachedCall);
_detected params ["_hasDetected", "_mine", "_distance"];
if (!_hasDetected) exitWith {};
// Launch a local event stating which mine was detected for mission purposes
[QGVAR(mineDetected), [_unit, _mine, _distance]] call CBA_fnc_localEvent;
private _distanceTiming = switch (true) do {
case (_distance >= 2): {1};
case (_distance >= 1.25): {0.85};
case (_distance >= 0.75): {0.7};
default {0.5};
};
if (CBA_missionTime - _lastPlayed < _distanceTiming) exitWith {};
_args set [3, CBA_missionTime];
_detectorConfig params ["", "", "_soundClasses"];
private _soundClass = switch (true) do {
case (_distance >= 2): {_soundClasses select 3};
case (_distance >= 1.25): {_soundClasses select 2};
case (_distance >= 0.5): {_soundClasses select 1};
default {_soundClasses select 0};
};
[_unit, _soundClass] call FUNC(playDetectorSound);