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* advanced_ballistics * advanced_fatigue * advanced_throwing * ai * aircraft * arsenal * atragmx * attach * backpacks * ballistics * captives * cargo * chemlights * common * concertina_wire * cookoff * dagr * disarming * disposable * dogtags * dragging * explosives * fastroping * fcs * finger * frag * gestures * gforces * goggles * grenades * gunbag * hearing * hitreactions * huntir * interact_menu * interaction * inventory * kestrel4500 * laser * laserpointer * logistics_uavbattery * logistics_wirecutter * magazinerepack * map * map_gestures * maptools * markers * medical * medical_ai * medical_blood * medical_menu * microdagr * minedetector * missileguidance * missionmodules * mk6mortar * modules * movement * nametags * nightvision * nlaw * optics * optionsmenu * overheating * overpressure * parachute * pylons * quickmount * rangecard * rearm * recoil * refuel * reload * reloadlaunchers * repair * respawn * safemode * sandbag * scopes * slideshow * spectator * spottingscope * switchunits * tacticalladder * tagging * trenches * tripod * ui * vector * vehiclelock * vehicles * viewdistance * weaponselect * weather * winddeflection * yardage450 * zeus * arsenal defines.hpp * optionals * DEBUG_MODE_FULL 1 * DEBUG_MODE_FULL 2 * Manual fixes * Add SQF Validator check for #include after block comment * explosives fnc_openTimerUI * fix uniqueItems
159 lines
6.7 KiB
Plaintext
159 lines
6.7 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Dslyecxi, Jonpas, SilentSpike
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* Handles drawing the currently selected or cooked throwable.
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*
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* Arguments:
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* None
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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_advanced_throwing_fnc_drawThrowable
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*
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* Public: No
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*/
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if (dialog || {!(ACE_player getVariable [QGVAR(inHand), false])} || {!([ACE_player, true] call FUNC(canPrepare))}) exitWith {
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[ACE_player, "In dialog or no throwable in hand or cannot prepare throwable"] call FUNC(exitThrowMode);
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};
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private _primed = ACE_player getVariable [QGVAR(primed), false];
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private _activeThrowable = ACE_player getVariable [QGVAR(activeThrowable), objNull];
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// Exit if throwable died primed in hand
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if (isNull _activeThrowable && {_primed}) exitWith {
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[ACE_player, "Throwable died primed in hand"] call FUNC(exitThrowMode);
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};
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private _throwable = currentThrowable ACE_player;
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// Inventory check
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if (_throwable isEqualTo [] && {!_primed}) exitWith {
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[ACE_player, "No valid throwables"] call FUNC(exitThrowMode);
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};
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private _throwableMag = _throwable param [0, "#none"];
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// If not primed, double check we actually have the magazine in inventory
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if ((!_primed) && {!((_throwableMag in (uniformItems ACE_player)) || {_throwableMag in (vestItems ACE_player)} || {_throwableMag in (backpackItems ACE_player)})}) exitWith {
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[ACE_player, "No valid throwable (glitched currentThrowable)"] call FUNC(exitThrowMode);
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};
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// Get correct throw power for primed grenade
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if (_primed) then {
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private _ammoType = typeOf _activeThrowable;
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_throwableMag = GVAR(ammoMagLookup) getVariable _ammoType;
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if (isNil "_throwableMag") then {
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// What we're trying to throw must not be a normal throwable because it is not in our lookup hash (e.g. 40mm smoke)
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// Just use HandGrenade as it has an average initSpeed value
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_throwableMag = "HandGrenade";
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};
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};
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// Some throwables have different classname for magazine and ammo
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// Primed magazine may be different, read speed before checking primed magazine!
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private _throwSpeed = getNumber (configFile >> "CfgMagazines" >> _throwableMag >> "initSpeed");
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// Reduce power of throw over shoulder and to sides
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private _unitDirVisual = getDirVisual ACE_player;
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private _cameraDir = getCameraViewDirection ACE_player;
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_cameraDir = (_cameraDir select 0) atan2 (_cameraDir select 1);
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private _phi = abs (_cameraDir - _unitDirVisual) % 360;
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_phi = [_phi, 360 - _phi] select (_phi > 180);
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private _power = linearConversion [0, 180, _phi - 30, 1, 0.3, true];
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ACE_player setVariable [QGVAR(throwSpeed), _throwSpeed * _power];
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#ifdef DEBUG_MODE_FULL
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hintSilent format ["Heading: %1\nPower: %2\nSpeed: %3\nThrowMag: %4\nMuzzle: %5", _phi, _power, _throwSpeed * _power, _throwableMag, ACE_player getVariable [QGVAR(activeMuzzle), ""]];
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#endif
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private _throwableType = getText (configFile >> "CfgMagazines" >> _throwableMag >> "ammo");
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if (!([ACE_player] call FUNC(canThrow)) && {!_primed}) exitWith {
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if (!isNull _activeThrowable) then {
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deleteVehicle _activeThrowable;
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// Restore muzzle ammo (setAmmo 1 has no impact if no appliccable throwable in inventory)
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ACE_player setAmmo [ACE_player getVariable [QGVAR(activeMuzzle), ""], 1];
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};
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};
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if (isNull _activeThrowable || {(_throwableType != typeOf _activeThrowable) && {!_primed}}) then {
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if (!isNull _activeThrowable) then {
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deleteVehicle _activeThrowable;
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// Restore muzzle ammo (setAmmo 1 has no impact if no appliccable throwable in inventory)
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ACE_player setAmmo [ACE_player getVariable [QGVAR(activeMuzzle), ""], 1];
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};
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_activeThrowable = _throwableType createVehicleLocal [0, 0, 0];
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_activeThrowable enableSimulation false;
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ACE_player setVariable [QGVAR(activeThrowable), _activeThrowable];
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// Set muzzle ammo to 0 to block vanilla throwing (can only be 0 or 1)
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private _muzzle = _throwableMag call FUNC(getMuzzle);
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ACE_player setAmmo [_muzzle, 0];
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ACE_player setVariable [QGVAR(activeMuzzle), _muzzle];
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};
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// Exit in case of explosion in hand
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if (isNull _activeThrowable) exitWith {
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[ACE_player, "No active throwable (explosion in hand)"] call FUNC(exitThrowMode);
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};
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// Exit if locality changed (someone took the throwable from hand)
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if (!local _activeThrowable && {ACE_player getVariable [QGVAR(localityChanged), true]}) exitWith {
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[ACE_player, "Throwable locality changed"] call FUNC(exitThrowMode);
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};
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// Set position
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private _posHeadRel = ACE_player selectionPosition "head";
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private _leanCoef = (_posHeadRel select 0) - 0.15; // 0.15 counters the base offset
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// Don't take leaning into account when weapon is lowered due to jiggling when walking side-ways (bandaid)
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if (abs _leanCoef < 0.15 || {vehicle ACE_player != ACE_player} || {weaponLowered ACE_player}) then {
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_leanCoef = 0;
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};
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private _posCameraWorld = AGLToASL (positionCameraToWorld [0, 0, 0]);
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_posHeadRel = _posHeadRel vectorAdd [-0.03, 0.01, 0.15]; // Bring closer to eyePos value
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private _posFin = AGLToASL (ACE_player modelToWorldVisual _posHeadRel);
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private _throwType = ACE_player getVariable [QGVAR(throwType), THROW_TYPE_DEFAULT];
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// Orient it nicely, point towards player
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_activeThrowable setDir (_unitDirVisual + 90);
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private _pitch = [-30, -90] select (_throwType == "high");
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[_activeThrowable, _pitch, 0] call BIS_fnc_setPitchBank;
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// Force drop mode if underwater
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if (underwater player) then {
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ACE_player setVariable [QGVAR(dropMode), true];
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};
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if (ACE_player getVariable [QGVAR(dropMode), false]) then {
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_posFin = _posFin vectorAdd (AGLToASL (positionCameraToWorld [_leanCoef, 0, ACE_player getVariable [QGVAR(dropDistance), DROP_DISTANCE_DEFAULT]]));
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// Even vanilla throwables go through glass, only "GEOM" LOD will stop it but that will also stop it when there is no glass in a window
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if (lineIntersects [_posCameraWorld, _posFin vectorDiff _posCameraWorld]) then {
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ACE_player setVariable [QGVAR(dropDistance), ((ACE_player getVariable [QGVAR(dropDistance), DROP_DISTANCE_DEFAULT]) - 0.1) max DROP_DISTANCE_DEFAULT];
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};
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} else {
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private _xAdjustBonus = [0, -0.075] select (_throwType == "high");
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private _yAdjustBonus = [0, 0.1] select (_throwType == "high");
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private _cameraOffset = [_leanCoef, 0, 0.3] vectorAdd [-0.1, -0.15, -0.03] vectorAdd [_xAdjustBonus, _yAdjustBonus, 0];
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_posFin = _posFin vectorAdd (AGLToASL (positionCameraToWorld _cameraOffset));
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if (vehicle ACE_player != ACE_player) then {
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// Counteract vehicle velocity including acceleration
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private _vectorDiff = (velocity (vehicle ACE_player)) vectorMultiply (time - (ACE_player getVariable [QGVAR(lastTick), time]) + 0.01);
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_posFin = _posFin vectorAdd _vectorDiff;
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ACE_player setVariable [QGVAR(lastTick), time];
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};
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};
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_activeThrowable setPosASL (_posFin vectorDiff _posCameraWorld);
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