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190 lines
7.9 KiB
Plaintext
190 lines
7.9 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: jaynus, PabstMirror
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* Main loop, handles scaning for targets and drawing the javelin optic
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*
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* Arguments:
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* 0: Last run frame <NUMBER>
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* 0: Current target (what we locked last run) <OBJECT>
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* 0: Lock start time (cba mission time) <NUMBER>
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* 0: Next sound play time (ticktime) <NUMBER>
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* 0: Next target scan (ticktime) <NUMBER>
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*
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* Return Value:
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* None
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*
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* Example:
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* [] call ace_javelin_fnc_mapHelperDraw
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*
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* Public: No
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*/
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// TRACE_1("onOpticDraw",diag_frameno);
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#define __TRACKINTERVAL 0 // how frequent the ui update should be.
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#define __SCANNTERVAL 0.05 // how frequent the target scan check should be.
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#define __LOCKONTIME 3 // Lock on won't occur sooner
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// Pull the arguments
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params ["_lastRunFrame", "_currentTarget", "_lockStartTime", "_soundNextPlayTime", "_fireDisabledEH", "_nextTargetScan"];
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// Get shooter info
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private _currentShooter = if (ACE_player call CBA_fnc_canUseWeapon) then {ACE_player} else {vehicle ACE_player};
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private _currentWeapon = currentWeapon _currentShooter;
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private _currentMagazine = currentMagazine _currentShooter;
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// Get weapon / ammo configs
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private _ammoCount = _currentShooter ammo _currentWeapon;
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private _weaponConfig = configProperties [configFile >> "CfgWeapons" >> _currentWeapon, QUOTE(configName _x == QUOTE(QGVAR(enabled))), false];
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private _ammoConfig = if (_currentMagazine != "") then {
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private _ammoType = getText (configFile >> "CfgMagazines" >> _currentMagazine >> "ammo");
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configProperties [(configFile >> "CfgAmmo" >> _ammoType), "(configName _x) == 'ace_missileguidance'", false];
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} else {
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[]
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};
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// Check if loaded and javelin enabled for wepaon and missile guidance enabled for loaded ammo
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if ((_ammoCount == 0) || // No ammo loaded
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{(count _weaponConfig) < 1} || {(getNumber (_weaponConfig select 0)) != 1} || // Not enabled for weapon
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{(count _ammoConfig) < 1} || {(getNumber ((_ammoConfig select 0) >> "enabled")) != 1} // Not enabled for ammo
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) exitWith {
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__JavelinIGUITargeting ctrlShow false;
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__JavelinIGUISeek ctrlSetTextColor __ColorGray;
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_fireDisabledEH = [_fireDisabledEH] call FUNC(enableFire);
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_this set [0, diag_frameno];
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_this set [4, _fireDisabledEH];
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};
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// Bail on fast movement (keep it steady)
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if ((velocity ACE_player) distance [0,0,0] > 0.75 && {cameraView == "GUNNER"} && {cameraOn == ACE_player}) exitWith {
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TRACE_1("exiting gunner because movement",velocity ACE_player);
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ACE_player switchCamera "INTERNAL";
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if (player != ACE_player) then {
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TRACE_2("Zeus, manually reseting RC after switchCamera",player,ACE_player);
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player remoteControl ACE_player;
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};
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};
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// Refresh the firemode (top/dir)
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[] call FUNC(showFireMode);
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// Get UI constants
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private _offsetX = 0.5 * safeZoneW - safeZoneX - 0.5;
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private _offsetY = 0.5 * safeZoneH - safeZoneY - 0.5;
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private _newTarget = objNull;
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if (GVAR(isLockKeyDown) && {cameraView == "GUNNER"} && {(currentVisionMode ACE_player) == 2}) then {
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// Attempting to lock; getTarget can be expensive so it's rate is limited
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if (diag_tickTime > _nextTargetScan) then {
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BEGIN_COUNTER(getTarget);
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_newTarget = [_currentTarget, 2500, 0.6] call FUNC(getTarget);
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END_COUNTER(getTarget);
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_nextTargetScan = diag_tickTime + __SCANNTERVAL;
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} else {
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_newTarget = _currentTarget;
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};
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// Show gate box
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private _boundsInput = if (_currentTarget isKindOf "CAManBase") then {
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[_currentTarget,[-0.5,-0.5,-0.25],[0,0,0]];
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} else {
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[_currentTarget,[-1,-1,-1],_currentTarget selectionPosition "zamerny"];
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};
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private _bpos = _boundsInput call EFUNC(common,worldToScreenBounds);
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private _lockTime = if (isNull _currentTarget) then {0} else {CBA_missionTime - _lockStartTime};
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private _minX = ((linearConversion [1, (__LOCKONTIME - 0.5), _lockTime, 0.5 - 0.075*safeZoneW, (_bpos select 0), true]) + _offsetX) max __ConstraintLeft;
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private _minY = ((linearConversion [1, (__LOCKONTIME - 0.5), _lockTime, 0.5 - 0.075*safeZoneH, (_bpos select 1), true]) + _offsetY) max __ConstraintTop;
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private _maxX = (((linearConversion [1, (__LOCKONTIME - 0.5), _lockTime, 0.5 + 0.075*safeZoneW, (_bpos select 2), true]) + _offsetX) min __ConstraintRight) - (0.025 * (3 / 4) * safeZoneH);
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private _maxY = (((linearConversion [1, (__LOCKONTIME - 0.5), _lockTime, 0.5 + 0.075*safeZoneH, (_bpos select 3), true]) + _offsetY) min __ConstraintBottom) - (0.025 * safeZoneH);
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// TRACE_3("",_boundsInput,_bpos,_lockTime);
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// TRACE_4("",_minX,_maxX,_minY,_maxY);
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__JavelinIGUITargetingGateTL ctrlSetPosition [_minX, _minY];
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__JavelinIGUITargetingGateTR ctrlSetPosition [_maxX, _minY];
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__JavelinIGUITargetingGateBL ctrlSetPosition [_minX, _maxY];
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__JavelinIGUITargetingGateBR ctrlSetPosition [_maxX, _maxY];
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{_x ctrlCommit __TRACKINTERVAL} forEach [__JavelinIGUITargetingGateTL, __JavelinIGUITargetingGateTR, __JavelinIGUITargetingGateBL, __JavelinIGUITargetingGateBR];
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__JavelinIGUITargeting ctrlShow true;
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__JavelinIGUITargetingGate ctrlShow true;
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} else {
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// Not trying to lock
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__JavelinIGUITargeting ctrlShow false;
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__JavelinIGUITargetingGate ctrlShow false;
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__JavelinIGUITargetingLines ctrlShow false;
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};
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if (isNull _newTarget) then {
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// No target found
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_currentTarget = objNull;
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_lockStartTime = 0;
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__JavelinIGUISeek ctrlSetTextColor __ColorGray;
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_currentShooter setVariable ["ace_missileguidance_target", nil, false];
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__JavelinIGUITargetingLines ctrlShow false;
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// Disallow fire
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_fireDisabledEH = [_fireDisabledEH] call FUNC(disableFire);
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} else {
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if ((!isNull _newTarget) && {_currentTarget != _newTarget}) then {
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TRACE_1("New Target, reseting locking", _newTarget);
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_lockStartTime = CBA_missionTime;
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_currentTarget = _newTarget;
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};
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if ((CBA_missionTime - _lockStartTime) > __LOCKONTIME) then { // Lock on after 3 seconds
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TRACE_2("LOCKED!", _currentTarget, _lockStartTime);
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__JavelinIGUISeek ctrlSetTextColor __ColorGreen;
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__JavelinIGUITargetingLines ctrlShow true;
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// Move target marker (the crosshair) to aimpoint on the target
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private _aimPointOnTarget = _currentTarget selectionPosition (["zamerny", "body"] select (_currentTarget isKindOf "CAManBase"));
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(worldToScreen (_currentTarget modelToWorld _aimPointOnTarget)) params [["_aposX", 0.5], ["_aposY", 0.5]];
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private _ctrlPos = ctrlPosition __JavelinIGUITargetingLineV;
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_ctrlPos set [0, _aposX + _offsetX];
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__JavelinIGUITargetingLineV ctrlSetPosition _ctrlPos;
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__JavelinIGUITargetingLineV ctrlCommit __TRACKINTERVAL;
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_ctrlPos = ctrlPosition __JavelinIGUITargetingLineH;
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_ctrlPos set [1, _aposY + _offsetY];
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__JavelinIGUITargetingLineH ctrlSetPosition _ctrlPos;
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__JavelinIGUITargetingLineH ctrlCommit __TRACKINTERVAL;
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_currentShooter setVariable ["ace_missileguidance_target", _currentTarget, false];
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// Allow fire
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_fireDisabledEH = [_fireDisabledEH] call FUNC(enableFire);
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if (diag_tickTime > _soundNextPlayTime) then {
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playSound "ACE_Javelin_Locked";
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_soundNextPlayTime = diag_tickTime + 0.25;
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};
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} else {
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// Lock in progress
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__JavelinIGUISeek ctrlSetTextColor __ColorGray;
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__JavelinIGUITargetingLines ctrlShow false;
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_currentShooter setVariable ["ace_missileguidance_target", nil, false];
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if (diag_tickTime > _soundNextPlayTime) then {
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playSound "ACE_Javelin_Locking";
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_soundNextPlayTime = diag_tickTime + 0.25;
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};
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// Disallow fire
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_fireDisabledEH = [_fireDisabledEH] call FUNC(disableFire);
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};
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};
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// Save arguments for next run
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_this set [0, diag_frameno];
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_this set [1, _currentTarget];
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_this set [2, _lockStartTime];
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_this set [3, _soundNextPlayTime];
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_this set [4, _fireDisabledEH];
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_this set [5, _nextTargetScan];
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