/////////////////////////////////////////////////////////////////////////////////////////////////// // // Author: strikerforce // // Updated by Victor the Cleaner // /////////////////////////////////////////////////////////////////////////////////////////////////// fnc_vectorActionCleanup = { local _ORA = ""; // orange local _WHT = ""; // white local _TAB = " "; local _END = ""; 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; {player removeAction _x;} count s_player_toggleVectors; vectorActions = -1; if (_s1 > 0) then { _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 = []; { 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 = { local _ORA = ""; // orange local _RED = ""; // red local _WHT = ""; // white local _GRN = ""; // green local _DEG = localize "STR_EPOCH_VECTORS_DEGREES"; local _SEL = localize "STR_EPOCH_ACTION_SNAP_SELECT"; local _TAB = " "; local _END = ""; local _txt = ""; local _s1 = _this select 0; local _s2 = _this select 1; player removeAction s_player_toggleDegree; s_player_toggleDegree = -1; {player removeAction _x;} count s_player_toggleDegrees; degreeActions = -1; if (_s1 > 0) then { _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 = []; { local _COL = _WHT; if (DZE_curDegree == _x) then {_COL = _RED;}; _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 = { local _object = _this select 0; local _rotations= _this select 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 { local _sinaroundX = sin _aroundX; local _cosaroundX = cos _aroundX; _dirY = _cosaroundX; _dirZ = _sinaroundX; _upY = -_sinaroundX; _upZ = _cosaroundX; }; if (_aroundY != 0) then { local _sinaroundY = sin _aroundY; local _cosaroundY = cos _aroundY; _dirX = _dirZ * _sinaroundY; _dirZ = _dirZ * _cosaroundY; _upX = _upZ * _sinaroundY; _upZ = _upZ * _cosaroundY; }; if (_aroundZ != 0) then { local _sinaroundZ = sin _aroundZ; local _cosaroundZ = cos _aroundZ; local _dirXTemp = _dirX; _dirX = (_dirXTemp * _cosaroundZ) - (_dirY * _sinaroundZ); _dirY = (_dirY * _cosaroundZ) + (_dirXTemp * _sinaroundZ); local _upXTemp = _upX; _upX = (_upXTemp * _cosaroundZ) - (_upY * _sinaroundZ); _upY = (_upY * _cosaroundZ) + (_upXTemp * _sinaroundZ); }; local _dir = [_dirX, _dirY, _dirZ]; local _up = [_upX, _upY, _upZ]; _object setVectorDirAndUp [_dir, _up]; };