ACE3/addons/spectator/functions/fnc_transitionCamera.sqf
SilentSpike 77c2b99ee5 Change spectator external camera behaviour
Using the "external" view is limited by the server difficulty setting. Instead the spectator external camera has been replaced with an oribtal camera as was originally planned to be added alongside the default views.
2015-09-11 14:46:21 +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;
};
private ["_camera"];
if (_newMode == 0) then { // Free
_camera = GVAR(freeCamera);
// Preserve camUnit value for consistency when manually changing view
_camera cameraEffect ["internal", "back"];
showCinemaBorder false;
// Apply the camera zoom
_camera camSetFov -(linearConversion [0.01,2,GVAR(camZoom),-2,-0.01,true]);
_camera camCommit 0;
// Agent is switched to in free cam to hide death table and prevent AI chat while allowing icons to draw (also prevents systemChat and unit HUD)
// (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 {
_camera = GVAR(unitCamera);
// When null unit is given choose random
if (isNull _newUnit) then {
_newUnit = GVAR(unitList) select floor(random(count GVAR(unitList)));
};
// Switch camera view to internal unit view (external uses the camera)
if (GVAR(camGun)) then {
_newUnit switchCamera "gunner";
} else {
_newUnit switchCamera "internal";
};
// Handle camera differently for internal/external view
if (_newMode == 1) then {
// Terminate camera view
_camera cameraEffect ["terminate", "back"];
GVAR(camHandler) = nil;
} else {
// Switch to the camera
_camera cameraEffect ["internal", "back"];
showCinemaBorder false;
// Handle camera orbit movement
if (isNil QGVAR(camHandler)) then { GVAR(camHandler) = [FUNC(handleCamera), 0] call CBA_fnc_addPerFrameHandler; };
};
// Clear radio if group changed
if (group _newUnit != group GVAR(camUnit)) then {
clearRadio;
};
GVAR(camUnit) = _newUnit;
};
GVAR(camMode) = _newMode;