/*-----------------------------------*/
// 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];
};