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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
93 lines
4.5 KiB
Plaintext
93 lines
4.5 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: PabstMirror
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* Shows real azimuth and elevation on hud
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*
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* Arguments:
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* 0: PFEH Args <ARRAY>
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* [[...]] call ace_artillerytables_fnc_turretPFEH
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*
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* Public: No
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*/
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(_this select 0) params ["_vehicle", "_turret", "_fireModes", "_useAltElevation", "_turretAnimBody", "_invalidGunnerMem"];
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if (shownArtilleryComputer && {GVAR(disableArtilleryComputer)}) then {
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// Still Don't like this solution, but it works
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closeDialog 0;
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[localize LSTRING(disableArtilleryComputer_displayName)] call EFUNC(common,displayTextStructured);
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};
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// Restart display if null (not just at start, this will happen periodicly)
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if (isNull (uiNamespace getVariable [QGVAR(display), displayNull])) then {
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TRACE_1("creating display",_this);
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([QGVAR(modeDisplay)] call BIS_fnc_rscLayer) cutRsc [QGVAR(modeDisplay), "PLAIN", 1, false];
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};
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private _ctrlGroup = (uiNamespace getVariable [QGVAR(display), displayNull]) displayCtrl 1000;
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if (cameraView != "GUNNER") exitWith { // need to be in gunner mode, so we can check where the optics are aiming at
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_ctrlGroup ctrlShow false;
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};
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_ctrlGroup ctrlShow true;
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BEGIN_COUNTER(pfeh);
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private _currentFireMode = (weaponState [_vehicle, _turret]) select 2;
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private _currentChargeMode = _fireModes find _currentFireMode;
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private _lookVector = (AGLtoASL (positionCameraToWorld [0,0,0])) vectorFromTo (AGLtoASL (positionCameraToWorld [0,0,1]));
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private _weaponDir = _vehicle weaponDirection (currentWeapon _vehicle);
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// Calc real azimuth/elevation
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// (looking at the sky VS looking at ground will radicaly change fire direction because BIS)
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private _display = uiNamespace getVariable ["ACE_dlgArtillery", displayNull];
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private _useRealWeaponDir = if ((isNull (_display displayCtrl 173)) || {(_vehicle ammo (currentWeapon _vehicle)) == 0}) then {
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// With no ammo, distance display will be empty, but gun will still fire at wonky angle if aimed at ground
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private _testSeekerPosASL = AGLtoASL (positionCameraToWorld [0,0,0]);
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private _testPoint = _testSeekerPosASL vectorAdd (_lookVector vectorMultiply viewDistance);
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!((terrainIntersectASL [_testSeekerPosASL, _testPoint]) || {lineIntersects [_testSeekerPosASL, _testPoint, _vehicle]});
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} else {
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((ctrlText (_display displayCtrl 173)) == "--")
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};
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private _realElevation = asin (_weaponDir select 2);
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private _realAzimuth = 0;
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if (_useRealWeaponDir || _invalidGunnerMem) then {
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// No range (looking at sky), it will follow weaponDir:
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_realAzimuth = (_weaponDir select 0) atan2 (_weaponDir select 1)
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} else {
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// Valid range, will fire at camera dir
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// Azimuth will still be look dir EVEN IF elevation has flipped over 90! (on steep hills)
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_realAzimuth = ((_lookVector select 0) atan2 (_lookVector select 1));
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if (_useAltElevation) then {
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// Some small mortars have odd launch angles (I think due to the addition of neutral elevation constant with the manual elevation)
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// This gets very close, (should be less than 0.5deg deviation on a 20deg slope)
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private _currentTraverseRad = _vehicle animationSourcePhase _turretAnimBody;
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if (isNil "_currentTraverseRad") then { _currentTraverseRad = _vehicle animationPhase _turretAnimBody; };
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// Get turret roatation around it's z axis, then calc weapon elev in it's projection
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private _turretRot = [vectorDir _vehicle, vectorUp _vehicle, deg _currentTraverseRad] call CBA_fnc_vectRotate3D;
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_realElevation = (acos ((_turretRot vectorCos _weaponDir) min 1)) + ((_turretRot call CBA_fnc_vect2polar) select 2);
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if (_realElevation > 90) then { _realElevation = 180 - _realElevation; }; // does not flip azimuth!
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};
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};
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if (_realAzimuth < 0) then { _realAzimuth = _realAzimuth + 360; }; // mils will be 0-6400
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private _ctrlCharge = (uiNamespace getVariable [QGVAR(display), displayNull]) displayCtrl IDC_CHARGE;
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private _ctrlAzimuth = (uiNamespace getVariable [QGVAR(display), displayNull]) displayCtrl IDC_AZIMUTH;
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private _ctrlElevation = (uiNamespace getVariable [QGVAR(display), displayNull]) displayCtrl IDC_ELEVATION;
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_ctrlAzimuth ctrlSetText Format ["AZ: %1", [DEGTOMILS * _realAzimuth, 4, 0] call CBA_fnc_formatNumber];
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_ctrlElevation ctrlSetText Format ["EL: %1", [DEGTOMILS * _realElevation, 4, 0] call CBA_fnc_formatNumber];
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_ctrlCharge ctrlSetText format ["CH: %1", _currentChargeMode];
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// avalible for other addons (mk6)
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GVAR(predictedAzimuth) = _realAzimuth;
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GVAR(predictedElevation) = _realElevation;
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END_COUNTER(pfeh);
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