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Add EH for UAV control, Add Hellfire support #5305
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Original file line number | Diff line number | Diff line change |
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@@ -317,6 +317,49 @@ GVAR(OldIsCamera) = false; | |
END_COUNTER(stateChecker); | ||
}, 0.5, []] call CBA_fnc_addPerFrameHandler; | ||
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// 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) | ||
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params ["", "", "", "", "_newCameraOn", "_UAV"]; | ||
TRACE_2("PlayerViewChanged",_newCameraOn,_UAV); | ||
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[{ | ||
if (isNull player) exitWith {true}; | ||
private _UAV = getConnectedUAV player; | ||
if (!alive player) then {_UAV = objNull;}; | ||
private _position = (UAVControl _UAV) param [1, ""]; | ||
private _seatAI = objnull; | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. And here. |
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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; | ||
}; | ||
}; | ||
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private _newArray = [_UAV, _seatAI, _turret, _position]; | ||
if (_newArray isEqualTo ACE_controlledUAV) exitWith {false}; // no change yet | ||
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TRACE_2("Seat Change",_newArray,ACE_controlledUAV); | ||
ACE_controlledUAV = _newArray; | ||
["ACE_controlledUAV", _newArray] call CBA_fnc_localEvent; | ||
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// 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; | ||
}]; | ||
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////////////////////////////////////////////////// | ||
// Eventhandlers for player controlled machines | ||
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Camel case in
objNull
.