ACE3/addons/optics/functions/fnc_handleFired.sqf
Dedmen Miller 81e02a7336 Refactor private ARRAY to private keyword (#5598)
* Everything

* Fixed missing ;

* Fix missing ; and double private

* Fixed cannot isNull on number

* Turn _temparture back to isNil

* Fix error from merge
2017-10-10 09:39:59 -05:00

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/*
* 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
*
* Example:
* call ace_optics_fnc_handleFired
*
* Public: No
*/
#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 = _recoilCoef * linearConversion [0, 1, random 1, SCOPE_RECOIL_MIN, SCOPE_RECOIL_MAX, false];
private _reticleShiftX = _recoilCoef * linearConversion [0, 1, random 1, RETICLE_SHIFT_X_MIN, RETICLE_SHIFT_X_MAX, false];
private _reticleShiftY = _recoilCoef * linearConversion [0, 1, random 1, RETICLE_SHIFT_Y_MIN, RETICLE_SHIFT_Y_MAX, false];
private _scopeShiftX = _recoilCoef * linearConversion [0, 1, random 1, SCOPE_SHIFT_X_MIN, SCOPE_SHIFT_X_MAX, false];
private _scopeShiftY = _recoilCoef * linearConversion [0, 1, random 1, SCOPE_SHIFT_Y_MIN, SCOPE_SHIFT_Y_MAX, false];
// Create and commit recoil effect
private _sizeX = (0.75 + _recoilScope) / (getResolution select 5);
private _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;