mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-17 17:20:26 +03:00
Update Snap and Vector build
- pre compile all snap and vector functions, it was only pre compiled if got started from modular_build before but not if it got called from the action menu - localize snap and vector building - clean up the code - remove old Cinderwall vector fix, it looks like it is not needed anymore - Update modular_build and player_build
This commit is contained in:
@@ -3,8 +3,8 @@
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// July 10 2014 //
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/*--------------------------------*/
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private ["_object","_objectSnapGizmo","_objColorActive","_objColorInactive","_classname","_whitelist","_points","_radius","_cfg","_cnt","_pos","_findWhitelisted","_nearbyObject","_posNearby","_selectedAction","_newPos","_pointsNearby","_onWater","_waterBase"];
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//Args
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private ["_object", "_classname", "_objectHelper", "_selectedAction", "_cfg", "_whitelist", "_points", "_radius"];
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snapActionState = _this select 3 select 0;
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_object = _this select 3 select 1;
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_classname = _this select 3 select 2;
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@@ -17,274 +17,86 @@ _whitelist = getArray (_cfg >> "snapTo");
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_points = getArray (_cfg >> "points");
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_radius = getNumber (_cfg >> "radius");
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//colors
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_objColorActive = "#(argb,8,8,3)color(0,0.92,0.06,1,ca)";
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_objColorInactive = "#(argb,8,8,3)color(0.04,0.84,0.92,0.3,ca)";
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fnc_snapActionCleanup = {
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private ["_s1","_s2","_s3","_cnt"];
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_s1 = _this select 0;
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_s2 = _this select 1;
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_s3 = _this select 2;
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player removeAction s_player_toggleSnap; s_player_toggleSnap = -1;
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player removeAction s_player_toggleSnapSelect; s_player_toggleSnapSelect = -1;
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if (count s_player_toggleSnapSelectPoint != 0) then {{player removeAction _x;} count s_player_toggleSnapSelectPoint; s_player_toggleSnapSelectPoint=[]; snapActions = -1;};
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if (_s1 > 0) then {
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s_player_toggleSnap = player addaction [format[("<t color=""#ffffff"">" + ("Snap: %1") +"</t>"),snapActionState], "\z\addons\dayz_code\actions\snap_build.sqf",[snapActionState,_object,_classname,_objectHelper],10,false,true];
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};
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if (_s2 > 0) then {
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s_player_toggleSnapSelect = player addaction [format[("<t color=""#ffffff"">" + ("Snap Point: %1") +"</t>"),snapActionStateSelect], "\z\addons\dayz_code\actions\snap_build.sqf",[snapActionStateSelect,_object,_classname,_objectHelper],9,false,true];
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};
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if (_s3 > 0) then {
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s_player_toggleSnapSelectPoint=[];
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_cnt = 0;
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{snapActions = player addaction [format[("<t color=""#ffffff"">" + ("%1)Select: %2") +"</t>"),_cnt,_x select 3], "\z\addons\dayz_code\actions\snap_build.sqf",["Selected",_object,_classname,_objectHelper,_cnt],8,false,false];
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s_player_toggleSnapSelectPoint set [count s_player_toggleSnapSelectPoint,snapActions];
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_cnt = _cnt+1;
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}count _points;
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};
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};
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fnc_initSnapPoints = {
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snapGizmos = [];
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{
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_objectSnapGizmo = "Sign_sphere10cm_EP1" createVehicleLocal [0,0,0];
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_objectSnapGizmo setobjecttexture [0,_objColorInactive];
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_objectSnapGizmo attachTo [_object,[_x select 0,_x select 1,_x select 2]];
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snapGizmos set [count snapGizmos,_objectSnapGizmo];
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} count _points;
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};
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fnc_initSnapPointsNearby = {
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_pos = [_object] call FNC_GetPos;
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_findWhitelisted = []; _pointsNearby = [];
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_findWhitelisted = nearestObjects [_pos,_whitelist,(_radius + DZE_snapExtraRange)]-[_object];
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snapGizmosNearby = [];
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{
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_nearbyObject = _x;
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_pointsNearby = getArray (configFile >> "SnapBuilding" >> (typeOf _x) >> "points");
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{
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_objectSnapGizmo = "Sign_sphere10cm_EP1" createVehicleLocal [0,0,0];
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_objectSnapGizmo setobjecttexture [0,_objColorInactive];
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//_objectSnapGizmo setDir (getDir _nearbyObject);
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_objectSnapGizmo setDir (_nearbyObject getVariable["memDir",0]);
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_posNearby = _nearbyObject modelToWorld [_x select 0,_x select 1,_x select 2];
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if (surfaceIsWater _posNearby) then {
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_objectSnapGizmo setPosASL [(_posNearby) select 0,(_posNearby) select 1,(getPosASL _nearbyObject select 2) + (_x select 2)];
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} else {
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_objectSnapGizmo setPosATL _posNearby;
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};
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snapGizmosNearby set [count snapGizmosNearby,_objectSnapGizmo];
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} count _pointsNearby;
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} forEach _findWhitelisted;
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};
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fnc_initSnapPointsCleanup = {
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{detach _x;deleteVehicle _x;}count snapGizmos;snapGizmos=[];
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{detach _x;deleteVehicle _x;}count snapGizmosNearby;snapGizmosNearby=[];
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snapActionState = "OFF";
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};
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fnc_snapDistanceCheck = {
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while {snapActionState != "OFF"} do {
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private ["_distClosestPointFound","_distCheck","_distClosest","_distClosestPoint","_testXPos","_testXDir","_distClosestPointFoundPos","_distClosestPointFoundDir","_distClosestAttached","_distCheckAttached","_distClosestAttachedFoundPos"];
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_distClosestPointFound = objNull; _distCheck = 0; _distClosest = 10; _distClosestPoint = objNull; _testXPos = []; _distClosestPointFoundPos =[]; _distClosestPointFoundDir = 0;
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{
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if (_x !=_distClosestPointFound) then {_x setobjecttexture [0,_objColorInactive];};
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_testXPos = [_x] call FNC_GetPos;
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_distCheck = _objectHelper distance _testXPos;
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_distClosestPoint = _x;
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if (_distCheck < _distClosest) then {
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_distClosest = _distCheck;
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_distClosestPointFound setobjecttexture [0,_objColorInactive];
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_distClosestPointFound = _x;
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_distClosestPointFound setobjecttexture [0,_objColorActive];
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};
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} count snapGizmosNearby;
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if (!isNull _distClosestPointFound) then {
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if (snapActionStateSelect == "Manual") then {
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if (helperDetach) then {
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_onWater = surfaceIsWater position _distClosestPointFound;
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_distClosestPointFoundDir = getDir _distClosestPointFound;
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if (_onWater) then {
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_distClosestPointFoundPos = getPosASL _distClosestPointFound;
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_objectHelper setPosASL _distClosestPointFoundPos;
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} else {
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_distClosestPointFoundPos = getPosATL _distClosestPointFound;
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_objectHelper setPosATL _distClosestPointFoundPos;
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};
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//_objectHelper setDir _distClosestPointFoundDir;
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DZE_memDir = _distClosestPointFoundDir;
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[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
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waitUntil {uiSleep 0.1; !helperDetach};
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};
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} else {
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_distClosestAttached = objNull; _distCheckAttached = 0; _distClosest = 10; _distClosestAttachedFoundPos = [];
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{
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if (_x !=_distClosestAttached) then {_x setobjecttexture [0,_objColorInactive];};
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_testXPos = [_x] call FNC_GetPos;
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_distCheckAttached = _distClosestPointFound distance _testXPos;
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_distClosestPoint = _x;
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if (_distCheckAttached < _distClosest) then {
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_distClosest = _distCheckAttached;
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_distClosestAttached setobjecttexture [0,_objColorInactive];
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_distClosestAttached = _x;
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_distClosestAttached setobjecttexture [0,_objColorActive];
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};
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} count snapGizmos;
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if (helperDetach) then {
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_distClosestPointFoundDir = getDir _distClosestPointFound;
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_onWater = surfaceIsWater position _distClosestPointFound;
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if (_onWater) then {
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_distClosestPointFoundPos = getPosASL _distClosestPointFound;
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_distClosestAttachedFoundPos = getPosASL _distClosestAttached;
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detach _object;
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_objectHelper setPosASL _distClosestAttachedFoundPos;
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_object attachTo [_objectHelper];
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_objectHelper setPosASL _distClosestPointFoundPos;
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} else {
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_distClosestPointFoundPos = getPosATL _distClosestPointFound;
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_distClosestAttachedFoundPos = getPosATL _distClosestAttached;
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detach _object;
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_objectHelper setPosATL _distClosestAttachedFoundPos;
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_object attachTo [_objectHelper];
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_objectHelper setPosATL _distClosestPointFoundPos;
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};
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//_objectHelper setDir _distClosestPointFoundDir;
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DZE_memDir = _distClosestPointFoundDir;
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[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
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waitUntil {uiSleep 0.1; !helperDetach};
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};
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};
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};
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uiSleep 0.1;
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};
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};
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fnc_initSnapTutorial = {
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/*
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Shows help dialog for player ONCE per log in, explaining controls.
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Add snapTutorial = false; to your init.sqf to disable this tutorial completely.
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You can also add this bool to the end of this function to only show tutorial once per player login (not recommended)
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*/
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private ["_bldTxtSwitch","_bldTxtEnable","_bldTxtClrO","_bldTxtClrW","_bldTxtClrR","_bldTxtClrG","_bldTxtSz","_bldTxtSzT","_bldTxtShdw","_bldTxtAlgnL","_bldTxtUndrln","_bldTxtBold","_bldTxtFinal","_bldTxtStringTitle","_bldTxtStringSD","_bldTxtStringSE","_bldTxtStringSA","_bldTxtStringSM","_bldTxtStringPG","_bldTxtStringAPG","_bldTxtStringCPG","_bldTxtStringQE","_bldTxtStringQEF","_bldTxtStringFD","_bldTxtStringFS"];
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if (isNil "snapTutorial") then {
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_bldTxtSwitch = _this select 0;
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_bldTxtEnable = _this select 1;
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_bldTxtClrO = "color='#ff8800'"; //orange
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_bldTxtClrW = "color='#ffffff'"; //white
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_bldTxtClrR = "color='#fd0a05'"; //red
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_bldTxtClrG = "color='#11ef00'"; //green
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_bldTxtSz = "size='0.76'"; //Title font size
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_bldTxtSzT = "size='0.4'"; //Text font size
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_bldTxtShdw = "shadow='1'"; //Font shadow
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_bldTxtAlgnL = "align='left'"; //Text align left
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_bldTxtUndrln = "underline='true'";
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_bldTxtBold = "font='Zeppelin33'"; //Bold text
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_bldTxtFinal = "";
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//Delete on init
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800 cutRsc ["Default", "PLAIN"];
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uiSleep 0.1;
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//Init Tutorial text
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if (_bldTxtEnable) then {
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_bldTxtStringTitle = format ["<t %1%2%3%4%6>Epoch<t %5%7> Snap Building</t></t><br />",_bldTxtClrW,_bldTxtSz,_bldTxtShdw,_bldTxtAlgnL,_bldTxtClrO,_bldTxtUndrln,_bldTxtBold];
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_bldTxtStringSD = format["<t %1%4%5%6>[Snap]<t %2> Disabled:</t> <t %3>use action menu to enable.</t></t><br /><br />",_bldTxtClrO,_bldTxtClrR,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
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_bldTxtStringSE = format["<t %1%4%5%6>[Snap]<t %2> Enabled:</t> <t %3>use action menu to disable.</t></t><br /><br />",_bldTxtClrO,_bldTxtClrG,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
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_bldTxtStringSA = format["<t %1%3%4%5>[Auto]<t %2>: Automatic snap point detection.</t></t><br /><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
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_bldTxtStringSM = format["<t %1%3%4%5>[Manual]<t %2>: Select your preferred snap point.</t></t><br /><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
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_bldTxtStringPG = format["<t %1%3%4%5>[PgUP / PgDOWN]<t %2>: Adjust height of object by 10cm</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
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_bldTxtStringAPG = format["<t %1%3%4%5>[Alt]+[PgUP / PgDOWN]<t %2>: Adjust height of object by 1m</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
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_bldTxtStringCPG = format["<t %1%3%4%5>[Ctrl]+[PgUP / PgDOWN]<t %2>: Adjust height of object by 1cm</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
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_bldTxtStringQE = format["<t %1%3%4%5>[Q / E]<t %2>: Rotate object 180 degrees while holding.</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
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_bldTxtStringQEF = format["<t %1%3%4%5>[Q / E]<t %2>: Rotate object 45 degrees while dropped or snapped.</t></t><br /><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
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_bldTxtStringFD = format["<t %1%3%4%5>[F]<t %2>: Drop / Pick up object.</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
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_bldTxtStringFS = format["<t %1%3%4%5>[F]<t %2>: Snap / Pick up object.</t></t><br />",_bldTxtClrO,_bldTxtClrW,_bldTxtSzT,_bldTxtShdw,_bldTxtAlgnL];
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switch (_bldTxtSwitch) do {
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case "init": {
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_bldTxtFinal = _bldTxtStringTitle + _bldTxtStringSD + _bldTxtStringPG + _bldTxtStringAPG + _bldTxtStringCPG + _bldTxtStringQE + _bldTxtStringQEF + _bldTxtStringFD;
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};
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case "OnAuto": {
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_bldTxtFinal = _bldTxtStringTitle + _bldTxtStringSE + _bldTxtStringSA + _bldTxtStringPG + _bldTxtStringAPG + _bldTxtStringCPG + _bldTxtStringQE + _bldTxtStringQEF + _bldTxtStringFS;
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};
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case "manual": {
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_bldTxtFinal = _bldTxtStringTitle + _bldTxtStringSE + _bldTxtStringSM + _bldTxtStringPG + _bldTxtStringAPG + _bldTxtStringCPG + _bldTxtStringQE + _bldTxtStringQEF + _bldTxtStringFS;
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};
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};
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[
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_bldTxtFinal, //structured text
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0.73 * safezoneW + safezoneX, //number - x
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0.65 * safezoneH + safezoneY, //number - y
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30, //number - duration
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1, // number - fade in time
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0, // number - delta y
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800 //number - layer ID
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] spawn bis_fnc_dynamicText;
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};
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};
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};
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switch (snapActionState) do {
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case "Init": {
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call {
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if (snapActionState == "Init") exitwith {
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["init",true] call fnc_initSnapTutorial;
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snapActionState = "OFF";
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[1,0,0] call fnc_snapActionCleanup;
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[] spawn {
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while {true} do {
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if(!dayz_actionInProgress || DZE_cancelBuilding) exitWith {call fnc_initSnapPointsCleanup;[0,0,0] call fnc_snapActionCleanup; ["",false] call fnc_initSnapTutorial; snapActionState = "OFF";};
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uiSleep 2;
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snapActionState = localize "STR_EPOCH_ACTION_SNAP_OFF";
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[1,0,0,_object,_classname,_objectHelper,_points] call fnc_snapActionCleanup;
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[_object,_classname,_objectHelper,_points] spawn {
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private ["_object", "_classname", "_objectHelper", "_points"];
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_object = _this select 0;
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_classname = _this select 1;
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_objectHelper = _this select 2;
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_points = _this select 3;
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while {1==1} do {
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if (DZE_cancelBuilding || {!dayz_actionInProgress}) exitWith {
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call fnc_initSnapPointsCleanup;
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[0,0,0,_object,_classname,_objectHelper,_points] call fnc_snapActionCleanup;
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["",false] call fnc_initSnapTutorial;
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snapActionState = localize "STR_EPOCH_ACTION_SNAP_OFF";
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};
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uiSleep 2;
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};
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};
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};
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case "OFF": {
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if (snapActionState == localize "STR_EPOCH_ACTION_SNAP_OFF") exitwith {
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["OnAuto",true] call fnc_initSnapTutorial;
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snapActionState = "ON"; snapActionStateSelect = "Auto";
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[1,1,0] call fnc_snapActionCleanup;
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call fnc_initSnapPoints;
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call fnc_initSnapPointsNearby;
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snapActionState = localize "STR_EPOCH_ACTION_SNAP_ON";
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snapActionStateSelect = "Auto";
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[1,1,0,_object,_classname,_objectHelper,_points] call fnc_snapActionCleanup;
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[_object,_points] call fnc_initSnapPoints;
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[_object,_whitelist,_radius] call fnc_initSnapPointsNearby;
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uiSleep 0.25;
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call fnc_snapDistanceCheck;
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[_object,_objectHelper] call fnc_snapDistanceCheck;
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};
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case "ON": {
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if (snapActionState == localize "STR_EPOCH_ACTION_SNAP_ON") exitwith {
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["init",true] call fnc_initSnapTutorial;
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snapActionState = "OFF";
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[1,0,0] call fnc_snapActionCleanup;
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snapActionState = localize "STR_EPOCH_ACTION_SNAP_OFF";
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[1,0,0,_object,_classname,_objectHelper,_points] call fnc_snapActionCleanup;
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call fnc_initSnapPointsCleanup;
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};
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case "Auto": {
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if (snapActionState == "Auto") exitwith {
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["manual",true] call fnc_initSnapTutorial;
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snapActionState = "ON";snapActionStateSelect = "Manual";
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[1,1,1] call fnc_snapActionCleanup;
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snapActionState = localize "STR_EPOCH_ACTION_SNAP_ON";
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snapActionStateSelect = localize "STR_EPOCH_ACTION_SNAP_POINT_MANUAL";
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[1,1,1,_object,_classname,_objectHelper,_points] call fnc_snapActionCleanup;
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};
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case "Manual": {
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if (snapActionState == localize "STR_EPOCH_ACTION_SNAP_POINT_MANUAL") exitwith {
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["OnAuto",true] call fnc_initSnapTutorial;
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snapActionState = "ON";snapActionStateSelect = "Auto";
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[1,1,0] call fnc_snapActionCleanup;
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snapActionState = localize "STR_EPOCH_ACTION_SNAP_ON";
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snapActionStateSelect = "Auto";
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[1,1,0,_object,_classname,_objectHelper,_points] call fnc_snapActionCleanup;
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};
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case "Selected": { _cnt = 0; _newPos = [];
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{
|
||||
_x setobjecttexture [0,_objColorInactive];
|
||||
if (_cnt == _selectedAction) then {
|
||||
_newPos = [(getPosATL _x select 0),(getPosATL _x select 1),(getPosATL _x select 2)];
|
||||
detach _object;
|
||||
detach _objectHelper;
|
||||
_objectHelper setDir (getDir _object);
|
||||
_objectHelper setPosATL _newPos;
|
||||
_object attachTo [_objectHelper];
|
||||
_x setobjecttexture [0,_objColorActive];
|
||||
if (!helperDetach) then {_objectHelper attachTo [player]; _objectHelper setDir ((getDir _objectHelper)-(getDir player));};
|
||||
[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
|
||||
};
|
||||
_cnt = _cnt+1;
|
||||
}count snapGizmos;
|
||||
|
||||
if (snapActionState == "Selected") exitwith {
|
||||
private ["_cnt", "_newPos"];
|
||||
|
||||
_cnt = 0;
|
||||
_newPos = [];
|
||||
{
|
||||
_x setobjecttexture [0,"#(argb,8,8,3)color(0.04,0.84,0.92,0.3,ca)"];
|
||||
if (_cnt == _selectedAction) then {
|
||||
_newPos = [(getPosATL _x select 0),(getPosATL _x select 1),(getPosATL _x select 2)];
|
||||
detach _object;
|
||||
detach _objectHelper;
|
||||
_objectHelper setDir (getDir _object);
|
||||
_objectHelper setPosATL _newPos;
|
||||
_object attachTo [_objectHelper];
|
||||
_x setobjecttexture [0,"#(argb,8,8,3)color(0,0.92,0.06,1,ca)"];
|
||||
if (!helperDetach) then {
|
||||
_objectHelper attachTo [player];
|
||||
_objectHelper setDir ((getDir _objectHelper)-(getDir player));
|
||||
};
|
||||
[_objectHelper,[DZE_memForBack,DZE_memLeftRight,DZE_memDir]] call fnc_SetPitchBankYaw;
|
||||
};
|
||||
_cnt = _cnt + 1;
|
||||
} count snapGizmos;
|
||||
};
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user