/*-----------------------------------*/ // 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["" + localize "STR_EPOCH_ACTION_VECTORS" + " %1" +"",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["" + " %1" +"",_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["" + localize "STR_EPOCH_VECTORS_DEGREES" + " %1" +"",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["" + " " + localize "STR_EPOCH_ACTION_SNAP_SELECT" + " %1" +"",_x],"\z\addons\dayz_code\compile\BuildVectors\build_vectors.sqf",[vectorActionState,"SELECT",2,_x],4,false,false]; } else { degreeActions = player addaction [format["" + " " + localize "STR_EPOCH_ACTION_SNAP_SELECT" + " %1" +"",_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]; };