Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Add EH for UAV control, Add Hellfire support #5305

Merged
merged 5 commits into from
Aug 22, 2017
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
47 changes: 46 additions & 1 deletion addons/common/XEH_postInit.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -317,6 +317,49 @@ GVAR(OldIsCamera) = false;
END_COUNTER(stateChecker);
}, 0.5, []] call CBA_fnc_addPerFrameHandler;

// Add event handler for UAV control change
ACE_controlledUAV = [objNull, objNull, [], ""];
addMissionEventHandler ["PlayerViewChanged", {
// On non-server client this command is semi-broken
// arg index 5 should be the controlled UAV, but it will often be objNull (delay from locality switching?)
// On PlayerViewChanged event, start polling for new uav state for a few seconds (should be done within a few frames)

params ["", "", "", "", "_newCameraOn", "_UAV"];
TRACE_2("PlayerViewChanged",_newCameraOn,_UAV);

[{
if (isNull player) exitWith {true};
private _UAV = getConnectedUAV player;
if (!alive player) then {_UAV = objNull;};
private _position = (UAVControl _UAV) param [1, ""];
private _seatAI = objNull;
private _turret = [];
switch (toLower _position) do {
case (""): {
_UAV = objNull; // set to objNull if not actively controlling
};
case ("driver"): {
_turret = [-1];
_seatAI = driver _UAV;
};
case ("gunner"): {
_turret = [0];
_seatAI = gunner _UAV;
};
};

private _newArray = [_UAV, _seatAI, _turret, _position];
if (_newArray isEqualTo ACE_controlledUAV) exitWith {false}; // no change yet

TRACE_2("Seat Change",_newArray,ACE_controlledUAV);
ACE_controlledUAV = _newArray;
["ACE_controlledUAV", _newArray] call CBA_fnc_localEvent;

// stay in the loop as we might switch from gunner -> driver, and there may be a empty position event in-between
false
}, {}, [], 3, {TRACE_1("timeout",_this);}] call CBA_fnc_waitUntilAndExecute;
}];


//////////////////////////////////////////////////
// Eventhandlers for player controlled machines
Expand Down Expand Up @@ -355,7 +398,9 @@ GVAR(OldIsCamera) = false;
// Players can always interact with his vehicle
{vehicle _unit == _target} ||
// Players can always interact with passengers of the same vehicle
{_unit != _target && {vehicle _unit == vehicle _target}}
{_unit != _target && {vehicle _unit == vehicle _target}} ||
// Players can always interact with connected UAV
{!(isNull (ACE_controlledUAV select 0))}
}] call FUNC(addCanInteractWithCondition);

["isNotInZeus", {isNull curatorCamera}] call FUNC(addCanInteractWithCondition);
Expand Down
9 changes: 9 additions & 0 deletions addons/hellfire/XEH_postInit.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -7,4 +7,13 @@ GVAR(pfID) = -1;
["ace_settingsInitialized", {
["turret", LINKFUNC(showHud), false] call CBA_fnc_addPlayerEventHandler;
["vehicle", LINKFUNC(showHud), true] call CBA_fnc_addPlayerEventHandler; // only one of these needs the retro flag

// Add UAV Control Compatibility
["ACE_controlledUAV", {
params ["_UAV", "_seatAI", "_turret", "_position"];
TRACE_4("ACE_controlledUAV EH",_UAV,_seatAI,_turret,_position);
if (!isNull _seatAI) then {
[_seatAI] call FUNC(showHud);
};
}] call CBA_fnc_addEventHandler;
}] call CBA_fnc_addEventHandler;
13 changes: 11 additions & 2 deletions addons/interact_menu/functions/fnc_keyDown.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -41,6 +41,7 @@ GVAR(lastTimeSearchedActions) = -1000;
GVAR(ParsedTextCached) = [];

GVAR(useCursorMenu) = (vehicle ACE_player != ACE_player) ||
(!(isNull (ACE_controlledUAV select 0))) ||
visibleMap ||
(!isNull curatorCamera) ||
{(_menuType == 1) && {(isWeaponDeployed ACE_player) || GVAR(AlwaysUseCursorSelfInteraction) || {cameraView == "GUNNER"}}} ||
Expand Down Expand Up @@ -93,12 +94,20 @@ GVAR(selfMenuOffset) = (AGLtoASL (positionCameraToWorld [0, 0, 2])) vectorDiff (
//Auto expand the first level when self, mounted vehicle or zeus (skips the first animation as there is only one choice)
if (GVAR(openedMenuType) == 0) then {
if (isNull curatorCamera) then {
if (vehicle ACE_player != ACE_player) then {
GVAR(menuDepthPath) = [["ACE_SelfActions", (vehicle ACE_player)]];
if (!(isNull (ACE_controlledUAV select 0))) then {
GVAR(menuDepthPath) = [["ACE_SelfActions", (ACE_controlledUAV select 0)]];
GVAR(expanded) = true;
GVAR(expandedTime) = diag_tickTime;
GVAR(lastPath) = +GVAR(menuDepthPath);
GVAR(startHoverTime) = -1000;
} else {
if (vehicle ACE_player != ACE_player) then {
GVAR(menuDepthPath) = [["ACE_SelfActions", (vehicle ACE_player)]];
GVAR(expanded) = true;
GVAR(expandedTime) = diag_tickTime;
GVAR(lastPath) = +GVAR(menuDepthPath);
GVAR(startHoverTime) = -1000;
};
};
} else {
GVAR(menuDepthPath) = [["ACE_ZeusActions", (getAssignedCuratorLogic player)]];
Expand Down
23 changes: 14 additions & 9 deletions addons/interact_menu/functions/fnc_renderActionPoints.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -130,17 +130,22 @@ GVAR(collectedActionPoints) resize 0;
// Render nearby actions, unit self actions or vehicle self actions as appropiate
if (GVAR(openedMenuType) == 0) then {
if (isNull curatorCamera) then {
if (vehicle ACE_player == ACE_player) then {
if (diag_tickTime > GVAR(lastTimeSearchedActions) + 0.20) then {
// Once every 0.2 secs, collect nearby objects active and visible action points and render them
call _fnc_renderNearbyActions;
if (!(isNull (ACE_controlledUAV select 0))) then {
// Render UAV self actions when in control of UAV AI
(ACE_controlledUAV select 0) call _fnc_renderSelfActions;
} else {
if (vehicle ACE_player == ACE_player) then {
if (diag_tickTime > GVAR(lastTimeSearchedActions) + 0.20) then {
// Once every 0.2 secs, collect nearby objects active and visible action points and render them
call _fnc_renderNearbyActions;
} else {
// The rest of the frames just draw the same action points rendered the last frame
call _fnc_renderLastFrameActions;
};
} else {
// The rest of the frames just draw the same action points rendered the last frame
call _fnc_renderLastFrameActions;
// Render vehicle self actions when in vehicle
(vehicle ACE_player) call _fnc_renderSelfActions;
};
} else {
// Render vehicle self actions when in vehicle
(vehicle ACE_player) call _fnc_renderSelfActions;
};
} else {
// Render zeus actions when zeus open
Expand Down
2 changes: 1 addition & 1 deletion addons/interact_menu/functions/fnc_renderBaseMenu.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -37,7 +37,7 @@ private _pos = if((count _this) > 2) then {

// For non-self actions, exit if the action is too far away or ocluded
private _distanceToBasePoint = 0; //This will be 0 for self/zeus/in-vehicle (used later to check sub action distance)
if ((GVAR(openedMenuType) == 0) && {vehicle ACE_player == ACE_player} && {isNull curatorCamera} &&
if ((GVAR(openedMenuType) == 0) && {isNull (ACE_controlledUAV select 0)} && {vehicle ACE_player == ACE_player} && {isNull curatorCamera} &&
{
private _headPos = ACE_player modelToWorldVisual (ACE_player selectionPosition "pilot");
_distanceToBasePoint = _headPos distance _pos;
Expand Down
16 changes: 11 additions & 5 deletions addons/laser/functions/fnc_keyLaserCodeChange.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -24,12 +24,18 @@ if ((!alive ACE_player) || {!([ACE_player, vehicle ACE_player, []] call EFUNC(co
private _currentShooter = objNull;
private _currentWeapon = "";

if (ACE_player call CBA_fnc_canUseWeapon) then {
_currentShooter = ACE_player;
_currentWeapon = currentWeapon ACE_player;
if (isNull (ACE_controlledUAV param [0, objNull])) then {
if (ACE_player call CBA_fnc_canUseWeapon) then {
_currentShooter = ACE_player;
_currentWeapon = currentWeapon ACE_player;
} else {
_currentShooter = vehicle ACE_player;
private _turretPath = if (ACE_player == (driver _currentShooter)) then {[-1]} else {ACE_player call CBA_fnc_turretPath};
_currentWeapon = _currentShooter currentWeaponTurret _turretPath;
};
} else {
_currentShooter = vehicle ACE_player;
private _turretPath = if (ACE_player == (driver _currentShooter)) then {[-1]} else {ACE_player call CBA_fnc_turretPath};
_currentShooter = ACE_controlledUAV select 0;
private _turretPath = ACE_controlledUAV select 2;
_currentWeapon = _currentShooter currentWeaponTurret _turretPath;
};

Expand Down
17 changes: 12 additions & 5 deletions addons/missileguidance/functions/fnc_cycleAttackProfileKeyDown.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -24,14 +24,21 @@ if (!([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith))


private ["_currentShooter", "_currentMagazine"];
if (((vehicle ACE_player) == ACE_player) || {ACE_player call CBA_fnc_canUseWeapon}) then {
_currentShooter = ACE_player;
_currentMagazine = currentMagazine ACE_player;
if (isNull (ACE_controlledUAV param [0, objNull])) then {
if (((vehicle ACE_player) == ACE_player) || {ACE_player call CBA_fnc_canUseWeapon}) then {
_currentShooter = ACE_player;
_currentMagazine = currentMagazine ACE_player;
} else {
_currentShooter = vehicle ACE_player;
private _turretPath = if (ACE_player == (driver _currentShooter)) then {[-1]} else {ACE_player call CBA_fnc_turretPath};
_currentMagazine = _currentShooter currentMagazineTurret _turretPath;
};
} else {
_currentShooter = vehicle ACE_player;
private _turretPath = if (ACE_player == (driver _currentShooter)) then {[-1]} else {ACE_player call CBA_fnc_turretPath};
_currentShooter = ACE_controlledUAV select 0;
private _turretPath = ACE_controlledUAV select 2;
_currentMagazine = _currentShooter currentMagazineTurret _turretPath;
};

if (_currentMagazine == "") exitWith {TRACE_1("no magazine",_currentMagazine)};

private _ammo = getText (configFile >> "CfgMagazines" >> _currentMagazine >> "ammo");
Expand Down