mirror of
https://github.com/acemod/ACE3.git
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742626ff1a
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
93 lines
3.8 KiB
Plaintext
93 lines
3.8 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: Zapat, Dslyecxi, Jonpas
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* Draws throw arc.
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*
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* Arguments:
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* None
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*
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* Return Value:
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* Flight path (just for debug) <ARRAY>
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*
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* Example:
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* call ace_advanced_throwing_fnc_drawArc
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*
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* Public: No
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*/
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// Disable drawing when intersecting with the vehicle
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if !([ACE_player] call FUNC(canThrow)) exitWith {
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drawIcon3D ["\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_cancel_manualfire_ca.paa", [1, 0, 0, 1], positionCameraToWorld [0, 0, 1], 1, 1, 0, "", 1];
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};
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private _activeThrowable = ACE_player getVariable [QGVAR(activeThrowable), objNull];
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// Exit during switches and similar where object can be null for a very short amount of time
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if (isNull _activeThrowable) exitWith {};
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private _dropMode = ACE_player getVariable [QGVAR(dropMode), false];
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private _throwType = ACE_player getVariable [QGVAR(throwType), THROW_TYPE_DEFAULT];
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private _throwSpeed = ACE_player getVariable [QGVAR(throwSpeed), THROW_SPEED_DEFAULT];
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private _direction = [THROWSTYLE_NORMAL_DIR, THROWSTYLE_HIGH_DIR] select (_throwType == "high" || {_dropMode});
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private _velocity = [_throwSpeed, _throwSpeed / THROWSTYLE_HIGH_VEL_COEF / 1.25] select (_throwType == "high");
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_velocity = [_velocity, THROWSTYLE_DROP_VEL] select _dropMode;
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private _viewStart = AGLToASL (positionCameraToWorld [0, 0, 0]);
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private _viewEnd = AGLToASL (positionCameraToWorld _direction);
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private _initialVelocity = (vectorNormalized (_viewEnd vectorDiff _viewStart)) vectorMultiply (_velocity);
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private _prevTrajASL = getPosASLVisual _activeThrowable;
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private _pathData = [];
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for "_i" from 0.05 to 1.45 step 0.1 do {
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private _newTrajASL = (getPosASLVisual _activeThrowable) vectorAdd (_initialVelocity vectorMultiply _i) vectorAdd ([0, 0, -4.9] vectorMultiply (_i * _i));
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private _cross = 0;
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if (_newTrajASL distance (getPosASLVisual ACE_player) <= 20) then {
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if ((ASLToATL _newTrajASL) select 2 <= 0) then {
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_cross = 1; // 1: Distance Limit (Green)
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} else {
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// Even vanilla throwables go through glass, only "GEOM" LOD will stop it but that will also stop it when there is glass in a window
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if (lineIntersects [_prevTrajASL, _newTrajASL]) then { // Checks the "VIEW" LOD
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_cross = 2; // 2: View LOD Block (Red)
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} else {
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if ((lineIntersectsSurfaces [_prevTrajASL, _newTrajASL, _activeThrowable, ACE_player, true, 1, "GEOM", "FIRE"]) isNotEqualTo []) then {
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_cross = 3; // 3: GEOM/FIRE LOD Block (Yellow) - pass a3 bulding glass, but blocked on some CUP glass
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};
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};
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};
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private _iDim = linearConversion [20, 0, _newTrajASL distance (getPosASLVisual ACE_player), 0.3, 2.5, true];
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private _alpha = linearConversion [20, 0, _newTrajASL distance (getPosASLVisual ACE_player), 0.05, 0.7, true];
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private _movePerc = linearConversion [3, 0, vectorMagnitude (velocity ACE_player), 0, 1, true];
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_alpha = _alpha * _movePerc;
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private _col = [ [1, 1, 1, _alpha], [0, 1, 0, _alpha], [1, 0, 0, _alpha], [1, 1, 0, _alpha] ] select _cross;
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if (_cross != 2 && {lineIntersects [eyePos ACE_player, _newTrajASL]}) then {
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_col set [3, 0.1];
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};
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_pathData pushBack [_col, ASLToAGL _newTrajASL, _iDim];
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};
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if (_cross > 0) exitWith {};
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_prevTrajASL = _newTrajASL;
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};
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reverse _pathData;
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// To get the sort order correct from our POV, particularly when using outlined dots
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{
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_x params ["_col", "_newTrajAGL", "_iDim"];
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drawIcon3D ["\a3\ui_f\data\gui\cfg\hints\icon_text\group_1_ca.paa", _col, _newTrajAGL, _iDim, _iDim, 0, "", 2];
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#ifdef DRAW_THROW_PATH
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drawIcon3D ["", _col, _newTrajAGL, _iDim, _iDim, 0, str (ACE_player distance _newTrajAGL), 2, 0.05, "RobotoCondensed"];
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#endif
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} forEach _pathData;
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_pathData
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