ACE3/addons/scopes/functions/fnc_applyScopeAdjustment.sqf

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/*
* Author: KoffeinFlummi, Ruthberg
* Applies the adjustment for the current scope
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Absolute elevation <NUMBER>
* 2: Absolute windage <NUMBER>
* 3: Absolute zero reference <NUMBER>
*
* Return Value:
* True <BOOL>
*
* Example:
* [player, 1.3, 0.3, 0.1] call ace_scopes_fnc_applyScopeAdjustment
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_elevation", "_windage", "_zero"];
private _weaponIndex = [_unit, currentWeapon _unit] call EFUNC(common,getWeaponIndex);
private _adjustment = _unit getVariable [QGVAR(Adjustment), [[0, 0, 0], [0, 0, 0], [0, 0, 0]]];
private _adjustmentDifference = (_adjustment select _weaponIndex) vectorDiff [_elevation, _windage, _zero];
if (_adjustmentDifference isEqualTo [0,0,0]) exitWith {false}; // Don't coninue if no adjustment is made
_adjustment set [_weaponIndex, [_elevation, _windage, _zero]];
[_unit, QGVAR(Adjustment), _adjustment, 0.5] call EFUNC(common,setVariablePublic);
playSound selectRandom ["ACE_Scopes_Click_1", "ACE_Scopes_Click_2", "ACE_Scopes_Click_3"];
// slightly rotate the player if looking through optic
if (cameraView == "GUNNER") then {
// Convert adjustmentDifference from mils to degrees
_adjustmentDifference = _adjustmentDifference apply {MRAD_TO_DEG(_x)};
_adjustmentDifference params ["_elevationDifference", "_windageDifference"];
private _pitchBankYaw = [_unit] call EFUNC(common,getPitchBankYaw);
_pitchBankYaw params ["_pitch", "_bank", "_yaw"];
_pitch = _pitch + _elevationDifference;
_yaw = _yaw + _windageDifference;
[_unit, _pitch, _bank, _yaw] call EFUNC(common,setPitchBankYaw);
} else {
[] call FUNC(showZeroing);
};
true