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d2538c6ff2
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.
116 lines
3.3 KiB
Plaintext
116 lines
3.3 KiB
Plaintext
/*
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* Author: SilentSpike
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* Transitions the spectator camera vision/view/unit
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*
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* Arguments:
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* 0: Camera mode <NUMBER>
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* - 0: Free
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* - 1: Internal
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* - 2: External
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* 1: Camera unit <OBJECT>
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* 2: Vision mode <NUMBER>
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* - -2: Normal
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* - -1: NV
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* - 0: White hot
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* - 1: Black hot
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*
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* Return Value:
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* None <NIL>
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*
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* Example:
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* [0,objNull] call ace_spectator_fnc_transitionCamera
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params [["_newMode",GVAR(camMode)], ["_newUnit",GVAR(camUnit)], ["_newVision",GVAR(camVision)]];
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// If new mode isn't available then keep current (unless current also isn't)
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if !(_newMode in GVAR(availableModes)) then {
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_newMode = GVAR(availableModes) select ((GVAR(availableModes) find GVAR(camMode)) max 0);
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};
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// When no units available to spectate, exit to freecam
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if ((GVAR(unitList) isEqualTo []) && (alive _newUnit || isNull _newUnit)) then {
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_newMode = 0;
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_newUnit = objNull;
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};
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// Reset gun cam if not internal
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if (_newMode != 1) then {
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GVAR(camGun) = false;
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};
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private ["_camera"];
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if (_newMode == 0) then { // Free
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_camera = GVAR(freeCamera);
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// Preserve camUnit value for consistency when manually changing view
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_camera cameraEffect ["internal", "back"];
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// Apply the camera zoom
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_camera camSetFov -(linearConversion [0.01,2,GVAR(camZoom),-2,-0.01,true]);
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_camera camCommit 0;
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// 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)
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// (Why is so much stuff tied into the current camera unit BI?!)
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if (isNull GVAR(camAgent)) then {
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GVAR(camAgent) = createAgent ["VirtualMan_F",markerPos QGVAR(respawn),[],0,""];
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};
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GVAR(camAgent) switchCamera "internal";
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} else {
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_camera = GVAR(unitCamera);
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// When null unit is given choose random
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if (isNull _newUnit) then {
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_newUnit = GVAR(unitList) select floor(random(count GVAR(unitList)));
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};
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// Switch camera view to internal unit view (external uses the camera)
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if (GVAR(camGun)) then {
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_newUnit switchCamera "gunner";
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} else {
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_newUnit switchCamera "internal";
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};
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// Handle camera differently for internal/external view
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if (_newMode == 1) then {
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// Terminate camera view
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_camera cameraEffect ["terminate", "back"];
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GVAR(camHandler) = nil;
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} else {
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// Switch to the camera
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_camera cameraEffect ["internal", "back"];
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};
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GVAR(camUnit) = _newUnit;
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};
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if (_newMode in [0,2]) then {
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// Set up camera UI
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showCinemaBorder false;
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cameraEffectEnableHUD true;
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// Handle camera movement
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if (isNil QGVAR(camHandler)) then { GVAR(camHandler) = [FUNC(handleCamera), 0] call CBA_fnc_addPerFrameHandler; };
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// If new vision isn't available then keep current (unless current also isn't)
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if !(_newVision in GVAR(availableVisions)) then {
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_newVision = GVAR(availableVisions) select ((GVAR(availableVisions) find GVAR(camVision)) max 0);
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};
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// Vision mode applies to free and external cam
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if (_newVision < 0) then {
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false setCamUseTi 0;
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camUseNVG (_newVision >= -1);
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} else {
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true setCamUseTi _newVision;
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};
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GVAR(camVision) = _newVision;
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};
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GVAR(camMode) = _newMode;
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