ACE3/addons/spectator/functions/fnc_transitionCamera.sqf
SilentSpike d2538c6ff2 Add spectator text chat
Turns out custom radio channels are kind of a pain to work with. However this should work fine assuming the radioChannelAdd commands will work on client machines.
2015-11-22 20:03:10 +00:00

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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"];
// 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";
} 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"];
};
GVAR(camUnit) = _newUnit;
};
if (_newMode in [0,2]) then {
// Set up camera UI
showCinemaBorder false;
cameraEffectEnableHUD true;
// Handle camera movement
if (isNil QGVAR(camHandler)) then { GVAR(camHandler) = [FUNC(handleCamera), 0] call CBA_fnc_addPerFrameHandler; };
// 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 applies to free and external cam
if (_newVision < 0) then {
false setCamUseTi 0;
camUseNVG (_newVision >= -1);
} else {
true setCamUseTi _newVision;
};
GVAR(camVision) = _newVision;
};
GVAR(camMode) = _newMode;