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1c6c4d6bff
* Fix Brackets around code * Update fnc_handleFired.sqf * Shouldn't have changed this one --------- Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
78 lines
2.5 KiB
Plaintext
78 lines
2.5 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: PabstMirror
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* Runs each frame while inside of a vehicle with viewports
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*
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* Arguments:
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* 0: PFEH Args <ARRAY>
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* 0: Player <OBJECT>
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* 1: Vehicle <OBJECT>
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* 2: Viewport configuration <ARRAY>
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* 3: Viewport index shown (-1 for none) <NUMBER>
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* 4: Last visionmode <NUMBER>
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*
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* Return Value:
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* None
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*
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* Example:
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* [] call ace_viewports_fnc_eachFrame
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*
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* Public: No
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*/
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params ["_args", "_pfID"];
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_args params ["_player", "_vehicle", "_viewports", "_shownIndex", "_lastVisionMode"];
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private _newIndex = -1;
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if (cba_events_control) then {
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if (cameraView != "INTERNAL") exitWith {};
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if (isTurnedOut _player) exitWith {};
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if !([_player, _vehicle, []] call EFUNC(common,canInteractWith)) exitWith {};
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BEGIN_COUNTER(newIndex);
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if ((_shownIndex > -1) && {currentVisionMode _player != _lastVisionMode}) then {
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// Vision Mode Changed - Force stop cam and restart
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call FUNC(viewCleanup);
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_shownIndex = -1;
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};
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([_player] call FUNC(getSeatInfo)) params ["_role", "", "", "_compartment"];
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private _newIndexAngle = 45; // Controls the max angle
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private _eyesPosASL = AGLtoASL (positionCameraToWorld [0, 0, 0]);
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private _eyesDir = (AGLtoASL (positionCameraToWorld [0, 0, 1])) vectorDiff _eyesPosASL;
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{
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_x params ["", "", "_camLocation", "", "_screenLocation", "_maxDistance", "_compartments", "_roles"];
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private _viewASL = AGLtoASL (_vehicle modelToWorldVisual _screenLocation);
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private _viewDiff = _viewASL vectorDiff _eyesPosASL;
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private _viewAngle = acos (_viewDiff vectorCos _eyesDir);
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#ifdef DEBUG_MODE_FULL
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systemChat format ["%1: %2 @ %3",_forEachIndex,round _viewAngle, vectorMagnitude _viewDiff];
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#endif
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if (
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(_viewAngle < _newIndexAngle)
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&& {(_compartments isEqualTo []) || {(toLowerANSI _compartment) in _compartments}}
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&& {(_roles isEqualTo []) || {(toLowerANSI _role) in _roles}}
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&& {(vectorMagnitude _viewDiff) < _maxDistance}
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) then {
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_newIndex = _forEachIndex;
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_newIndexAngle = _viewAngle;
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};
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} forEach _viewports;
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END_COUNTER(newIndex);
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};
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if (_shownIndex == _newIndex) exitWith {}; // No-change - fast exit
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if (_shownIndex > -1) then {
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call FUNC(viewCleanup);
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};
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if (_newIndex > -1) then {
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[_vehicle, _viewports # _newIndex, currentVisionMode _player] call FUNC(viewCreate);
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_args set [4, currentVisionMode _player];
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};
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_args set [3, _newIndex];
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