ACE3/addons/spectator/functions/fnc_transitionCamera.sqf
SilentSpike bcb21b782e Overhaul spectator icon handling and rendering
- Optimize and improve 3D icon drawing
- Combine 2D and 3D PFHs into 1
- Render group icons outside of 200m, unit icons within
- Store list of groups on units update to cut down on what needs to be done each frame
- Change map control type to 100 to remove all default unit icons
- Improve colour caching, group colours don't change, unit colours do
- Remove icon setting, toggling should be at users discretion
2015-08-06 16:03:32 +01:00

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/*
* Author: SilentSpike
* Transitions the spectator camera vision/view/unit
*
* Arguments:
* 0: Camera mode <NUMBER>
* - 0: Free
* - 1: Internal
* - 2: External
* 1: Camera unit <OBJECT>
* 2: Vision mode <NUMBER>
* - -2: Normal
* - -1: NV
* - 0: White hot
* - 1: Black hot
*
* Return Value:
* None <NIL>
*
* Example:
* [0,objNull] call ace_spectator_fnc_transitionCamera
*
* Public: No
*/
#include "script_component.hpp"
params [["_newMode",GVAR(camMode)], ["_newUnit",GVAR(camUnit)], ["_newVision",GVAR(camVision)]];
// If new mode isn't available then keep current (unless current also isn't)
if !(_newMode in GVAR(availableModes)) then {
_newMode = GVAR(availableModes) select ((GVAR(availableModes) find GVAR(camMode)) max 0);
};
// When no units available to spectate, exit to freecam
if ((GVAR(unitList) isEqualTo []) && (alive _newUnit || isNull _newUnit)) then {
_newMode = 0;
_newUnit = objNull;
};
// Reset gun cam if not internal
if (_newMode != 1) then {
GVAR(camGun) = false;
};
if (_newMode == 0) then { // Free
// Preserve camUnit value for consistency when manually changing view
GVAR(camera) cameraEffect ["internal", "back"];
showCinemaBorder false;
cameraEffectEnableHUD true;
// Apply the camera zoom
GVAR(camera) camSetFov -(linearConversion [0.01,2,GVAR(camZoom),-2,-0.01,true]);
GVAR(camera) camCommit 0;
// Agent is switched to in free cam to hide death table and prevent AI chat while allowing icons to draw
// However, map click events don't fire in free cam for some reason...
// (Why is so much stuff tied into the current camera unit BI?!)
if (isNull GVAR(camAgent)) then {
GVAR(camAgent) = createAgent ["VirtualMan_F",markerPos QGVAR(respawn),[],0,""];
};
GVAR(camAgent) switchCamera "internal";
clearRadio;
// If new vision isn't available then keep current (unless current also isn't)
if !(_newVision in GVAR(availableVisions)) then {
_newVision = GVAR(availableVisions) select ((GVAR(availableVisions) find GVAR(camVision)) max 0);
};
// Vision mode only applies to free cam
if (_newVision < 0) then {
false setCamUseTi 0;
camUseNVG (_newVision >= -1);
} else {
true setCamUseTi _newVision;
};
GVAR(camVision) = _newVision;
// Handle camera movement
if (isNil QGVAR(camHandler)) then { GVAR(camHandler) = [FUNC(handleCamera), 0] call CBA_fnc_addPerFrameHandler; };
} else {
// When null unit is given choose random
if (isNull _newUnit) then {
_newUnit = GVAR(unitList) select floor(random(count GVAR(unitList)));
};
if (_newMode == 1) then { // Internal
// Handle gun cam
if (GVAR(camGun)) then {
_newUnit switchCamera "gunner";
} else {
_newUnit switchCamera "internal";
};
} else { // External
_newUnit switchCamera "external";
};
// Clear radio if group changed
if (group _newUnit != group GVAR(camUnit)) then {
clearRadio;
};
GVAR(camUnit) = _newUnit;
// Terminate camera view
GVAR(camera) cameraEffect ["terminate", "back"];
GVAR(camHandler) = nil;
cameraEffectEnableHUD true;
};
GVAR(camMode) = _newMode;