ACE3/addons/nlaw/functions/fnc_keyDown.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: PabstMirror
* Handles the track key being held down.
* Tracks change in direction of weapon and computes angle change per second.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* [] call ace_nlaw_fnc_keyDown
*
* Public: No
*/
TRACE_1("lock key down",GVAR(isLockKeyDown));
if (!alive ACE_player) exitWith {};
if (!([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith))) exitWith {};
if (!(ACE_player call CBA_fnc_canUseWeapon)) exitWith {};
if ((getNumber (configFile >> "CfgWeapons" >> (currentWeapon ACE_player) >> QGVAR(enabled))) == 0) exitWith {};
if (GVAR(isLockKeyDown)) exitWith {ERROR("already running?");};
GVAR(isLockKeyDown) = true;
playSound "ACE_Sound_Click";
// Get starting weapon dir
((ACE_player weaponDirection (currentWeapon ACE_player)) call CBA_fnc_vect2Polar) params ["", "_yaw", "_pitch"];
[{
params ["_args", "_pfID"];
_args params ["_lastTime", "_lastYaw", "_lastPitch", "_initPhase"];
if ((!alive ACE_player) ||
{!([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith))} ||
{!GVAR(isLockKeyDown)} ||
{!(ACE_player call CBA_fnc_canUseWeapon)} ||
{(getNumber (configFile >> "CfgWeapons" >> (currentWeapon ACE_player) >> QGVAR(enabled))) == 0})
exitWith {
TRACE_1("ending track",_pfID);
[_pfID] call CBA_fnc_removePerFrameHandler;
playSound "ACE_Sound_Click";
[{ // reset gvars after a short delay
TRACE_1("reset vars",_this);
GVAR(yawChange) = 0;
GVAR(pitchChange) = 0;
}, [], 0.5] call CBA_fnc_waitAndExecute;
};
private _deltaT = CBA_missionTime - _lastTime;
if (_deltaT == 0) exitWith {};
if (_initPhase && {_deltaT < 0.75}) exitWith {};
((ACE_player weaponDirection (currentWeapon ACE_player)) call CBA_fnc_vect2Polar) params ["", "_yaw", "_pitch"];
private _yawChange = ([_yaw - _lastYaw] call CBA_fnc_simplifyAngle180) / _deltaT;
private _pitchChange = ([_pitch - _lastPitch] call CBA_fnc_simplifyAngle180) / _deltaT;
if (_initPhase) then { // initial value will use first 0.75 seconds of input
GVAR(yawChange) = _yawChange;
GVAR(pitchChange) = _pitchChange;
_args set [3, false];
} else {
// smoothing factor alpha - higher values will be more responsive to change, but also spike higher on jerky mouse movmeent
private _alpha = _deltaT / 3;
GVAR(yawChange) = (_yawChange * _alpha) + GVAR(yawChange) * (1 - _alpha);
GVAR(pitchChange) = (_pitchChange * _alpha) + GVAR(pitchChange) * (1 - _alpha);
};
_args set [0, CBA_missionTime];
_args set [1, _yaw];
_args set [2, _pitch];
#ifdef DEBUG_MODE_FULL
hintSilent format ["Instantaneous\nYaw: %1\n Pitch: %2\nGVAR\nYaw: %3\nPitch: %4", _yawChange, _pitchChange, GVAR(yawChange), GVAR(pitchChange)];
#endif
}, .25, [CBA_missionTime, _yaw, _pitch, true]] call CBA_fnc_addPerFrameHandler;