mirror of
https://github.com/acemod/ACE3.git
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8e3fd45500
* Initial
* Update artillerytables.cpp
* Pass by value, remove c17 features
* Tweak accuracy
* SQF work
- improve compat with a3 mlrs with remote cam (animationSourcePhase)
- handle non [0] turrets (rhs prp)
- add config entries
- use vectorCos to fix fp error (thanks commy)
* Support per mag air friction
* tweak friction
* Integrate with mk6
* more acos fixes
* Handle invalid memPointGunOptic (CUP_BM21_Base)
* Cleanup
* cleanup/tweaks
* Update checkConfigs.sqf
* Finish cleanup of ace_mk6mortar
* Update stringtable.xml
* fix bwc for ACE_RangeTable_82mm
* Update fnc_rangeTableCanUse.sqf
* build 32dll, fix some headers
* strncpy and move testing to seperate file
* Move to sub-category
* Update for ACE_Extensions changes and add warning to ace_common
* Update stringtable.xml
* Update addons/common/functions/fnc_checkFiles.sqf
Co-Authored-By: jonpas <jonpas33@gmail.com>
* Update stringtable.xml
* Update stringtable.xml
* test extension.yml update logical operator
* Revert "test extension.yml update logical operator"
This reverts commit b1871724ad
.
* more guess and test
68 lines
3.3 KiB
Plaintext
68 lines
3.3 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: PabstMirror
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* Called when the mk6's in game UI is loaded. Hides rangefinder data if it is disabled.
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*
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* Arguments:
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* 0: Display <DISPLAY>
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* 1: Type <STRING>
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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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* [rsc,"Mk6Mortar"] call ace_mk6mortar_fnc_turretDisplayLoaded
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*
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* Public: No
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*/
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disableSerialization;
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params ["_display", "_rscType"];
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TRACE_2("turretDisplayLoaded",_display,_rscType);
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if (_rscType != "Mk6Mortar") exitWith {};
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if (isNull _display) exitWith {};
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#define CTRL_CA_OPTICSPITCH (configFile >> "RscInGameUI" >> "ACE_Mk6_RscWeaponRangeArtillery" >> "CA_IGUI_elements_group" >> "controls" >> "CA_OPTICSPITCH")
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#define CTRL_CA_OPTICSZOOM (configFile >> "RscInGameUI" >> "ACE_Mk6_RscWeaponRangeArtillery" >> "CA_IGUI_elements_group" >> "controls" >> "CA_OPTICSZOOM")
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#define CTRL_CA_SOLUTION_TEXT (configFile >> "RscInGameUI" >> "ACE_Mk6_RscWeaponRangeArtillery" >> "CA_IGUI_elements_group" >> "controls" >> "CA_SOLUTION_TEXT")
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#define CTRL_CA_DISTANCE_TEXT (configFile >> "RscInGameUI" >> "ACE_Mk6_RscWeaponRangeArtillery" >> "CA_IGUI_elements_group" >> "controls" >> "CA_DISTANCE_TEXT")
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#define CTRL_CA_DISTANCE (configFile >> "RscInGameUI" >> "ACE_Mk6_RscWeaponRangeArtillery" >> "CA_IGUI_elements_group" >> "controls" >> "CA_DISTANCE")
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#define CTRL_CA_TIME_TEXT (configFile >> "RscInGameUI" >> "ACE_Mk6_RscWeaponRangeArtillery" >> "CA_IGUI_elements_group" >> "controls" >> "CA_TIME_TEXT")
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#define CTRL_CA_TIME (configFile >> "RscInGameUI" >> "ACE_Mk6_RscWeaponRangeArtillery" >> "CA_IGUI_elements_group" >> "controls" >> "CA_TIME")
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#define CTRL_CA_ELEV_NEED_TEXT (configFile >> "RscInGameUI" >> "ACE_Mk6_RscWeaponRangeArtillery" >> "CA_IGUI_elements_group" >> "controls" >> "CA_ELEV_NEED_TEXT")
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#define CTRL_CA_RANGEELEMENTS_GROUP (configFile >> "RscInGameUI" >> "ACE_Mk6_RscWeaponRangeArtillery" >> "CA_RangeElements_group")
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#define CTRL_CA_HEADING (configFile >> "RscInGameUI" >> "ACE_Mk6_RscWeaponRangeArtillery" >> "CA_IGUI_elements_group" >> "controls" >> "CA_Heading")
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#define CTRL_CA_ELEV (configFile >> "RscInGameUI" >> "ACE_Mk6_RscWeaponRangeArtillery" >> "CA_IGUI_elements_group" >> "controls" >> "CA_ELEV")
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#define CTRL_CA_ELEV_NEED (configFile >> "RscInGameUI" >> "ACE_Mk6_RscWeaponRangeArtillery" >> "CA_IGUI_elements_group" >> "controls" >> "CA_ELEV_NEED")
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private _fnc_hideControl = {
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params ["_path", "_hideCtrl"];
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private _idc = getNumber (_path >> "IDC");
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private _pos = [];
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if (_hideCtrl) then {
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_pos = [-9,-9,0,0];
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} else {
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{
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if (isNumber (_path >> _x)) then {
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_pos pushBack (getNumber (_path >> _x));
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} else {
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_pos pushBack (call compile (getText (_path >> _x)));
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};
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} forEach ["x", "y", "w", "h"];
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};
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(_display displayCtrl _idc) ctrlSetPosition _pos;
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(_display displayCtrl _idc) ctrlCommit 0;
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};
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{
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[_x, (!GVAR(allowComputerRangefinder))] call _fnc_hideControl;
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} forEach [CTRL_CA_OPTICSPITCH, CTRL_CA_OPTICSZOOM, CTRL_CA_SOLUTION_TEXT, CTRL_CA_DISTANCE_TEXT, CTRL_CA_DISTANCE, CTRL_CA_TIME_TEXT, CTRL_CA_TIME, CTRL_CA_ELEV_NEED_TEXT, CTRL_CA_RANGEELEMENTS_GROUP];
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//Always hide these, handled by the mil convertions PFEH in handlePlayerVehChanged
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[CTRL_CA_HEADING, true] call _fnc_hideControl;
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[CTRL_CA_ELEV, true] call _fnc_hideControl;
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[CTRL_CA_ELEV_NEED, true] call _fnc_hideControl;
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