ACE3/addons/scopes/functions/fnc_adjustScope.sqf
bux578 b556097896 cbafyied scopes
still lots of spawns and waitUntils in there
2015-01-16 13:15:14 +01:00

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/*
* Author: KoffeinFlummi
*
* Changes the adjustment for the current scope
*
* Arguments:
* 0: Horizontal adjustment
* 1: Vertical adjustment
*
* Return Value:
* True
*/
#include "script_component.hpp"
private ["_unit", "_weapons", "_zeroing", "_pitchbankyaw", "_pitch", "_bank", "_yaw", "_hint"];
_unit = _this select 0;
_weapons = [
primaryWeapon _unit,
secondaryWeapon _unit,
handgunWeapon _unit
];
if (isNil QGVAR(Adjustment)) then {
GVAR(Adjustment) = [[0,0], [0,0], [0,0]];
};
_zeroing = GVAR(Adjustment) select (_weapons find (currentWeapon _unit));
_zeroing set [0, (round (((_zeroing select 0) + (_this select 1)) * 10)) / 10];
_zeroing set [1, (round (((_zeroing select 1) + (_this select 2)) * 10)) / 10];
GVAR(Adjustment) set [_weapons find (currentWeapon _unit), _zeroing];
playSound (["ACE_Scopes_Click_1", "ACE_Scopes_Click_2", "ACE_Scopes_Click_3"] select floor random 3);
// slightly rotate the player if looking through optic
if (cameraView == "GUNNER") then {
_pitchbankyaw = [_unit] call EFUNC(common,getPitchBankYaw);
// these are not exact mil-to-degree conversions, but instead chosen
// to minimize the effect of rounding errors
_pitch = (_pitchbankyaw select 0) + ((_this select 2) * -0.04);
_bank = _pitchbankyaw select 1;
_yaw = (_pitchbankyaw select 2) + ((_this select 1) * -0.04);
[_unit, _pitch, _bank, _yaw] call EFUNC(common,setPitchBankYaw)
};
_display = uiNamespace getVariable [QGVAR(ZeroingDisplay), displayNull];
if !(isNull _display) then {
_vertical = _display displayCtrl 925002;
_horizontal = _display displayCtrl 925003;
_vertical ctrlSetText (str (_zeroing select 1));
_horizontal ctrlSetText (str (_zeroing select 0));
};
if (!isNull (missionNamespace getVariable [QGVAR(fadeScript), scriptNull])) then {
terminate GVAR(fadeScript);
};
if (cameraView != "GUNNER") then {
GVAR(fadeScript) = 0 spawn {
_layer = [QGVAR(Zeroing)] call BIS_fnc_rscLayer;
_layer cutRsc [QGVAR(Zeroing), "PLAIN", 0, false];
sleep 3;
_layer cutFadeOut 2;
};
};
true