Update snap and vector build

Mady by @Victor-the-Cleaner
This commit is contained in:
A Man
2021-12-23 16:49:02 +01:00
parent c4a2e1b88f
commit 16361e5466
11 changed files with 839 additions and 567 deletions

View File

@@ -1,95 +1,115 @@
/*-----------------------------------*/
// by strikerforce //
/*--------------------------------*/
///////////////////////////////////////////////////////////////////////////////////////////////////
//
// Author: strikerforce
//
// Updated by Victor the Cleaner
//
///////////////////////////////////////////////////////////////////////////////////////////////////
fnc_vectorActionCleanup = {
private ["_s1","_s2","_staticRotate","_vector"];
_s1 = _this select 0;
_s2 = _this select 1;
_staticRotate = ["STR_EPOCH_VECTORS_PITCH_FORWARD","STR_EPOCH_VECTORS_PITCH_BACK","STR_EPOCH_VECTORS_BANK_LEFT","STR_EPOCH_VECTORS_BANK_RIGHT","STR_EPOCH_VECTORS_RESET"];
local _ORA = "<t color='#ff8800'>"; // orange
local _WHT = "<t color='#ffffff'>"; // white
local _TAB = " ";
local _END = "</t>";
local _VEC = localize "STR_EPOCH_ACTION_VECTORS";
local _txt = "";
local _s1 = _this select 0;
local _s2 = _this select 1;
local _staticRotate = ["STR_EPOCH_VECTORS_PITCH_FORWARD","STR_EPOCH_VECTORS_PITCH_BACK","STR_EPOCH_VECTORS_BANK_LEFT","STR_EPOCH_VECTORS_BANK_RIGHT","STR_EPOCH_VECTORS_RESET"];
player removeAction s_player_toggleVector;
s_player_toggleVector = -1;
if (count s_player_toggleVectors != 0) then {
{player removeAction _x;} count s_player_toggleVectors;
s_player_toggleVectors = [];
vectorActions = -1;
};
{player removeAction _x;} count s_player_toggleVectors;
vectorActions = -1;
if (_s1 > 0) then {
s_player_toggleVector = player addaction [format["<t color=""#ff8800"">" + localize "STR_EPOCH_ACTION_VECTORS" + " %1" +"</t>",vectorActionState],"\z\addons\dayz_code\compile\BuildVectors\build_vectors.sqf",[vectorActionState,degreeActionState,1],7,false,false];
_txt = format[_ORA + _VEC + " %1" + _END, vectorActionState];
s_player_toggleVector = player addAction [_txt, "\z\addons\dayz_code\compile\BuildVectors\build_vectors.sqf",[vectorActionState,degreeActionState,1],7,false,false];
};
if (_s2 > 0) then {
s_player_toggleVectors = [];
{
_vector = localize _x;
vectorActions = player addaction [format["<t color=""#ffffff"">" + " %1" +"</t>",_vector],"\z\addons\dayz_code\compile\BuildVectors\build_vectors.sqf",[_vector,degreeActionState,1],6,false,false];
s_player_toggleVectors set [count s_player_toggleVectors,vectorActions];
local _vector = localize _x;
_txt = format[_WHT + _TAB + "%1" + _END, _vector];
vectorActions = player addAction [_txt, "\z\addons\dayz_code\compile\BuildVectors\build_vectors.sqf",[_vector,degreeActionState,1],6,false,false];
s_player_toggleVectors set [count s_player_toggleVectors, vectorActions];
} count _staticRotate;
};
};
fnc_degreeActionCleanup = {
private ["_s1","_s2"];
_s1 = _this select 0;
_s2 = _this select 1;
local _ORA = "<t color='#ff8800'>"; // orange
local _RED = "<t color='#ff0000'>"; // red
local _WHT = "<t color='#ffffff'>"; // white
local _GRN = "<t color='#20E020'>"; // green
local _DEG = localize "STR_EPOCH_VECTORS_DEGREES";
local _SEL = localize "STR_EPOCH_ACTION_SNAP_SELECT";
local _TAB = " ";
local _END = "</t>";
local _txt = "";
local _s1 = _this select 0;
local _s2 = _this select 1;
player removeAction s_player_toggleDegree;
s_player_toggleDegree = -1;
if (count s_player_toggleDegrees != 0) then {
{player removeAction _x;} count s_player_toggleDegrees;
s_player_toggleDegrees = [];
degreeActions = -1;
};
{player removeAction _x;} count s_player_toggleDegrees;
degreeActions = -1;
if (_s1 > 0) then {
s_player_toggleDegree = player addaction [format["<t color=""#ff8800"">" + localize "STR_EPOCH_VECTORS_DEGREES" + " %1" +"</t>",degreeActionState],"\z\addons\dayz_code\compile\BuildVectors\build_vectors.sqf",[vectorActionState,degreeActionState,2],5,false,false];
_txt = format[_ORA + _DEG + " %1" + _END, degreeActionState];
s_player_toggleDegree = player addAction [_txt, "\z\addons\dayz_code\compile\BuildVectors\build_vectors.sqf",[vectorActionState,degreeActionState,2],5,false,false];
};
if (_s2 > 0) then {
s_player_toggleDegrees = [];
{
if (DZE_curDegree == _x) then {
degreeActions = player addaction [format["<t color=""#ff0000"">" + " " + localize "STR_EPOCH_ACTION_SNAP_SELECT" + " %1" +"</t>",_x],"\z\addons\dayz_code\compile\BuildVectors\build_vectors.sqf",[vectorActionState,"SELECT",2,_x],4,false,false];
} else {
degreeActions = player addaction [format["<t color=""#ffffff"">" + " " + localize "STR_EPOCH_ACTION_SNAP_SELECT" + " %1" +"</t>",_x],"\z\addons\dayz_code\compile\BuildVectors\build_vectors.sqf",[vectorActionState,"SELECT",2,_x],4,false,false];
};
local _COL = _WHT;
if (DZE_curDegree == _x) then {_COL = _RED;};
s_player_toggleDegrees set [count s_player_toggleDegrees,degreeActions];
_txt = format[_TAB + _COL + _SEL + " %1" + _END, _x];
degreeActions = player addAction [_txt, "\z\addons\dayz_code\compile\BuildVectors\build_vectors.sqf",[vectorActionState,"SELECT",2,_x],4,false,false];
s_player_toggleDegrees set [count s_player_toggleDegrees, degreeActions];
} count DZE_vectorDegrees;
};
};
fnc_SetPitchBankYaw = {
private ["_sinaroundX","_cosaroundX","_dirY","_dirZ","_upY","_upZ","_sinaroundY","_cosaroundY","_dirX","_upX","_sinaroundZ","_cosaroundZ","_dirXTemp","_upXTemp","_object","_rotations","_aroundX","_aroundY","_aroundZ","_dir","_up"];
_object = _this select 0;
_rotations = _this select 1;
_aroundX = _rotations select 0;
_aroundY = _rotations select 1;
_aroundZ = (360 - (_rotations select 2)) - 360;
local _object = _this select 0;
local _rotations= _this select 1;
_dirX = 0;
_dirY = 1;
_dirZ = 0;
_upX = 0;
_upY = 0;
_upZ = 1;
local _aroundX = _rotations select 0;
local _aroundY = _rotations select 1;
local _aroundZ = -(_rotations select 2);
local _dirX = 0;
local _dirY = 1;
local _dirZ = 0;
local _upX = 0;
local _upY = 0;
local _upZ = 1;
if (_aroundX != 0) then {
_sinaroundX = sin _aroundX;
_cosaroundX = cos _aroundX;
local _sinaroundX = sin _aroundX;
local _cosaroundX = cos _aroundX;
_dirY = _cosaroundX;
_dirZ = _sinaroundX;
_upY = -(_sinaroundX);
_upY = -_sinaroundX;
_upZ = _cosaroundX;
};
if (_aroundY != 0) then {
_sinaroundY = sin _aroundY;
_cosaroundY = cos _aroundY;
local _sinaroundY = sin _aroundY;
local _cosaroundY = cos _aroundY;
_dirX = _dirZ * _sinaroundY;
_dirZ = _dirZ * _cosaroundY;
_upX = _upZ * _sinaroundY;
@@ -97,17 +117,17 @@ fnc_SetPitchBankYaw = {
};
if (_aroundZ != 0) then {
_sinaroundZ = sin _aroundZ;
_cosaroundZ = cos _aroundZ;
_dirXTemp = _dirX;
local _sinaroundZ = sin _aroundZ;
local _cosaroundZ = cos _aroundZ;
local _dirXTemp = _dirX;
_dirX = (_dirXTemp * _cosaroundZ) - (_dirY * _sinaroundZ);
_dirY = (_dirY * _cosaroundZ) + (_dirXTemp * _sinaroundZ);
_upXTemp = _upX;
local _upXTemp = _upX;
_upX = (_upXTemp * _cosaroundZ) - (_upY * _sinaroundZ);
_upY = (_upY * _cosaroundZ) + (_upXTemp * _sinaroundZ);
};
_dir = [_dirX, _dirY, _dirZ];
_up = [_upX, _upY, _upZ];
local _dir = [_dirX, _dirY, _dirZ];
local _up = [_upX, _upY, _upZ];
_object setVectorDirAndUp [_dir, _up];
};