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:
A Man
2020-03-08 14:08:45 +01:00
parent 267136beae
commit fe1d7fb48d
11 changed files with 880 additions and 700 deletions

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@@ -1,111 +1,76 @@
/*-----------------------------------*/
// by Raymix //
// July 10 2014 //
// by strikerforce //
/*--------------------------------*/
private ["_object","_objectSnapGizmo","_objColorActive","_objColorInactive","_classname","_whitelist","_radius","_cfg","_cnt","_pos","_findWhitelisted","_nearbyObject","_posNearby","_selectedAction","_newPos","_pointsNearby","_onWater","_waterBase"];
//Args
private ["_todo", "_selected"];
_todo = _this select 3 select 2;
if(_todo == 0) then{
if (_todo == 0) then {
vectorActionState = _this select 3 select 0;
degreeActionState = _this select 3 select 1;
}else{
if(_todo == 1) then{
} else {
if (_todo == 1) then {
vectorActionState = _this select 3 select 0;
}else{
} else {
degreeActionState = _this select 3 select 1;
};
};
_selected = _this select 3 select 3;
_staticRotate = ["Pitch Forward","Pitch Back","Bank Left","Bank Right","Reset"];
fnc_vectorActionCleanup = {
private ["_s1","_s2"];
_s1 = _this select 0;
_s2 = _this select 1;
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;};
if (_s1 > 0) then {
s_player_toggleVector = player addaction [format[("<t color=""#ff8800"">" + ("Vectors: %1") +"</t>"),vectorActionState],DZE_build_vector_file,[vectorActionState,degreeActionState,1],7,false,false];
};
if (_s2 > 0) then {
s_player_toggleVectors=[];
{
vectorActions = player addaction [format[("<t color=""#ffffff"">" + (" %1") +"</t>"),_x],DZE_build_vector_file,[_x,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;
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;};
if (_s1 > 0) then {
s_player_toggleDegree = player addaction [format[("<t color=""#ff8800"">" + ("Degrees: %1") +"</t>"),degreeActionState],DZE_build_vector_file,[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"">" + (" Select: %1") +"</t>"),_x],DZE_build_vector_file,[vectorActionState,"SELECT",2,_x],4,false,false];
}else{
degreeActions = player addaction [format[("<t color=""#ffffff"">" + (" Select: %1") +"</t>"),_x],DZE_build_vector_file,[vectorActionState,"SELECT",2,_x],4,false,false];
};
s_player_toggleDegrees set [count s_player_toggleDegrees,degreeActions];
}count DZE_vectorDegrees;
};
};
if(_todo == 1 || _todo == 0) then{
switch (vectorActionState) do {
case "Init": {
vectorActionState = "OPEN";
if (_todo == 1 || {_todo == 0}) then {
call {
if (vectorActionState == "Init") exitwith {
vectorActionState = localize "STR_EPOCH_VECTORS_OPEN";
[1,0] call fnc_vectorActionCleanup;
[] spawn {
while {true} do {
if(!dayz_actionInProgress || DZE_cancelBuilding) exitWith {[0,0] call fnc_vectorActionCleanup; vectorActionState = "CLOSE";};
sleep 2;
while {1==1} do {
if (DZE_cancelBuilding || {!dayz_actionInProgress}) exitWith {
[0,0] call fnc_vectorActionCleanup;
vectorActionState = localize "STR_EPOCH_VECTORS_CLOSE";
};
uisleep 2;
};
};
};
case "OPEN": {
vectorActionState = "CLOSE";
if (vectorActionState == localize "STR_EPOCH_VECTORS_OPEN") exitwith {
vectorActionState = localize "STR_EPOCH_VECTORS_CLOSE";
[1,1] call fnc_vectorActionCleanup;
};
case "CLOSE":{
vectorActionState = "OPEN";
if (vectorActionState == localize "STR_EPOCH_VECTORS_CLOSE") exitwith {
vectorActionState = localize "STR_EPOCH_VECTORS_OPEN";
[1,0] call fnc_vectorActionCleanup;
};
case "Pitch Forward":{
vectorActionState = "CLOSE";
if (vectorActionState == localize "STR_EPOCH_VECTORS_PITCH_FORWARD") exitwith {
vectorActionState = localize "STR_EPOCH_VECTORS_CLOSE";
[1,1] call fnc_vectorActionCleanup;
DZE_updateVec = true;
DZE_memForBack = DZE_memForBack + (DZE_curDegree * -1);
};
case "Pitch Back":{
vectorActionState = "CLOSE";
if (vectorActionState == localize "STR_EPOCH_VECTORS_PITCH_BACK") exitwith {
vectorActionState = localize "STR_EPOCH_VECTORS_CLOSE";
[1,1] call fnc_vectorActionCleanup;
DZE_updateVec = true;
DZE_memForBack = DZE_memForBack + DZE_curDegree;
};
case "Bank Left":{
vectorActionState = "CLOSE";
if (vectorActionState == localize "STR_EPOCH_VECTORS_BANK_LEFT") exitwith {
vectorActionState = localize "STR_EPOCH_VECTORS_CLOSE";
[1,1] call fnc_vectorActionCleanup;
DZE_updateVec = true;
DZE_memLeftRight = DZE_memLeftRight + (DZE_curDegree * -1);
};
case "Bank Right":{
vectorActionState = "CLOSE";
if (vectorActionState == localize "STR_EPOCH_VECTORS_BANK_RIGHT") exitwith {
vectorActionState = localize "STR_EPOCH_VECTORS_CLOSE";
[1,1] call fnc_vectorActionCleanup;
DZE_updateVec = true;
DZE_memLeftRight = DZE_memLeftRight + DZE_curDegree;
};
case "Reset":{
vectorActionState = "CLOSE";
if (vectorActionState == localize "STR_EPOCH_VECTORS_RESET") exitwith {
vectorActionState = localize "STR_EPOCH_VECTORS_CLOSE";
[1,1] call fnc_vectorActionCleanup;
DZE_memForBack = 0;
DZE_memLeftRight = 0;
@@ -115,29 +80,33 @@ if(_todo == 1 || _todo == 0) then{
};
};
if(_todo == 2 || _todo == 0) then{
switch (degreeActionState) do {
case "Init": {
degreeActionState = "OPEN";
if (_todo == 2 || {_todo == 0}) then{
call {
if (degreeActionState == "Init") exitwith {
degreeActionState = localize "STR_EPOCH_VECTORS_OPEN";
[1,0] call fnc_degreeActionCleanup;
[] spawn {
while {true} do {
if(!dayz_actionInProgress || DZE_cancelBuilding) exitWith {[0,0] call fnc_degreeActionCleanup; degreeActionState = "CLOSE";};
sleep 2;
while {1==1} do {
if (DZE_cancelBuilding || {!dayz_actionInProgress}) exitWith {
[0,0] call fnc_degreeActionCleanup;
degreeActionState = localize "STR_EPOCH_VECTORS_CLOSE";
};
uisleep 2;
};
};
};
case "OPEN": {
degreeActionState = "CLOSE";
if (degreeActionState == localize "STR_EPOCH_VECTORS_OPEN") exitwith {
degreeActionState = localize "STR_EPOCH_VECTORS_CLOSE";
[1,1] call fnc_degreeActionCleanup;
};
case "CLOSE":{
degreeActionState = "OPEN";
if (degreeActionState == localize "STR_EPOCH_VECTORS_CLOSE") exitwith {
degreeActionState = localize "STR_EPOCH_VECTORS_OPEN";
[1,0] call fnc_degreeActionCleanup;
};
case "SELECT":{
degreeActionState = "CLOSE";
if (degreeActionState == "SELECT") exitwith {
degreeActionState = localize "STR_EPOCH_VECTORS_CLOSE";
DZE_curDegree = _selected;
[1,1] call fnc_degreeActionCleanup;
};

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@@ -1,46 +0,0 @@
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;
_dirX = 0;
_dirY = 1;
_dirZ = 0;
_upX = 0;
_upY = 0;
_upZ = 1;
if (_aroundX != 0) then {
_sinaroundX = sin _aroundX;
_cosaroundX = cos _aroundX;
_dirY = _cosaroundX;
_dirZ = _sinaroundX;
_upY = -(_sinaroundX);
_upZ = _cosaroundX;
};
if (_aroundY != 0) then {
_sinaroundY = sin _aroundY;
_cosaroundY = cos _aroundY;
_dirX = _dirZ * _sinaroundY;
_dirZ = _dirZ * _cosaroundY;
_upX = _upZ * _sinaroundY;
_upZ = _upZ * _cosaroundY;
};
if (_aroundZ != 0) then {
_sinaroundZ = sin _aroundZ;
_cosaroundZ = cos _aroundZ;
_dirXTemp = _dirX;
_dirX = (_dirXTemp * _cosaroundZ) - (_dirY * _sinaroundZ);
_dirY = (_dirY * _cosaroundZ) + (_dirXTemp * _sinaroundZ);
_upXTemp = _upX;
_upX = (_upXTemp * _cosaroundZ) - (_upY * _sinaroundZ);
_upY = (_upY * _cosaroundZ) + (_upXTemp * _sinaroundZ);
};
_dir = [_dirX, _dirY, _dirZ];
_up = [_upX, _upY, _upZ];
_object setVectorDirAndUp [_dir, _up];

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@@ -0,0 +1,113 @@
/*-----------------------------------*/
// by strikerforce //
/*--------------------------------*/
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"];
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;
};
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];
};
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];
} count _staticRotate;
};
};
fnc_degreeActionCleanup = {
private ["_s1","_s2"];
_s1 = _this select 0;
_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;
};
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];
};
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];
};
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;
_dirX = 0;
_dirY = 1;
_dirZ = 0;
_upX = 0;
_upY = 0;
_upZ = 1;
if (_aroundX != 0) then {
_sinaroundX = sin _aroundX;
_cosaroundX = cos _aroundX;
_dirY = _cosaroundX;
_dirZ = _sinaroundX;
_upY = -(_sinaroundX);
_upZ = _cosaroundX;
};
if (_aroundY != 0) then {
_sinaroundY = sin _aroundY;
_cosaroundY = cos _aroundY;
_dirX = _dirZ * _sinaroundY;
_dirZ = _dirZ * _cosaroundY;
_upX = _upZ * _sinaroundY;
_upZ = _upZ * _cosaroundY;
};
if (_aroundZ != 0) then {
_sinaroundZ = sin _aroundZ;
_cosaroundZ = cos _aroundZ;
_dirXTemp = _dirX;
_dirX = (_dirXTemp * _cosaroundZ) - (_dirY * _sinaroundZ);
_dirY = (_dirY * _cosaroundZ) + (_dirXTemp * _sinaroundZ);
_upXTemp = _upX;
_upX = (_upXTemp * _cosaroundZ) - (_upY * _sinaroundZ);
_upY = (_upY * _cosaroundZ) + (_upXTemp * _sinaroundZ);
};
_dir = [_dirX, _dirY, _dirZ];
_up = [_upX, _upY, _upZ];
_object setVectorDirAndUp [_dir, _up];
};