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50 lines
1.3 KiB
Plaintext
50 lines
1.3 KiB
Plaintext
#include "script_component.hpp"
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params [["_newMode",GVAR(camMode)],["_newUnit",GVAR(camUnit)]];
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// Reset gun cam if mode is changing
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if (_newMode != GVAR(camMode)) then {
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GVAR(gunCam) = false;
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GVAR(camMode) = _newMode;
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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 []) then {
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GVAR(camMode) = 0;
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GVAR(camUnit) = objNull;
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};
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if (GVAR(camMode) == 0) then { // Free
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// Preserve camUnit value for consistency when manually changing view
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GVAR(camera) cameraEffect ["internal", "back"];
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// HUD stuff
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showCinemaBorder false;
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cameraEffectEnableHUD false;
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// Handle camera movement
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[FUNC(handleCamera), 0] call CBA_fnc_addPerFrameHandler;
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} else {
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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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if (GVAR(camMode) == 1) then { // Internal
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// Handle gun cam
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if (GVAR(gunCam)) 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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} else { // External
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_newUnit switchCamera "external";
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};
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GVAR(camUnit) = _newUnit;
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// Terminate camera view
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GVAR(camera) cameraEffect ["terminate", "back"];
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cameraEffectEnableHUD true;
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};
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