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ab6fc8efca
* Fix laser and missileguidance over water * Return a normalized vector in EFUNC(common,getTurretDirection) * Make laser dispersion simulation optional, default off * Prototype for ace_laser_designate * Remove vanilla laser handling from ace_laser in favor of the new code on ace_laser_designate * Simplify laser into one module Rewrite large parts of laser Merge laser_designate Delete lase_selfDesignate * Cleanup missile guidance * Headers, fix laser over water * Cleanup * Test * Change setting to scalar, more cleanup * Add seeker debug drawing
42 lines
1.2 KiB
Plaintext
42 lines
1.2 KiB
Plaintext
/*
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* Author: esteldunedain
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* Handler function for finding position and direction of a vanilla laser.
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*
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* Argument:
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* 0: Vehicle (shooter of laser) <OBJECT>
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* 6: Method Args <ARRAY>
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* 0: Laser Source selection on Vehicle
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*
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* Return value:
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* [position, direction]
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*
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* Example:
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* [player, x,x,x,x,x, ["pilot"]] call ace_laser_fnc_findLaserSource;
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_vehicle", "", "", "", "", "", "_methodArgs"];
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_methodArgs params ["_ownerSelection"];
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// Get the laser target object stored in the unit
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private _targetObject = _vehicle getVariable [QGVAR(targetObject), objNull];
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private _targetPos = getPosASL _targetObject;
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if (surfaceIsWater _targetPos && {(_targetPos select 2) < 0}) then {
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// Vanilla lasers seem to give position at ocean floor heigh, even though the x and y are correct??
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_targetPos set [2, 0.25];
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};
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private _povPos = AGLtoASL (_vehicle modelToWorldVisual (_vehicle selectionPosition _ownerSelection));
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private _povDir = _povPos vectorFromTo _targetPos;
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TRACE_4("",_vehicle,_targetObject,_povPos,_povDir);
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if(isNil "_povPos" || isNil "_povDir") exitWith {
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WARNING_2("bad data [%1][%2]",_povPos,_povDir);
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[-1,-1]
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};
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[_povPos, _povDir]
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