mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 12:12:34 +03:00
- 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
114 lines
3.9 KiB
Plaintext
114 lines
3.9 KiB
Plaintext
/*-----------------------------------*/
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// by strikerforce //
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/*--------------------------------*/
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fnc_vectorActionCleanup = {
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private ["_s1","_s2","_staticRotate","_vector"];
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_s1 = _this select 0;
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_s2 = _this select 1;
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_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"];
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player removeAction s_player_toggleVector;
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s_player_toggleVector = -1;
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if (count s_player_toggleVectors != 0) then {
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{player removeAction _x;} count s_player_toggleVectors;
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s_player_toggleVectors = [];
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vectorActions = -1;
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};
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if (_s1 > 0) then {
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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];
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};
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if (_s2 > 0) then {
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s_player_toggleVectors = [];
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{
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_vector = localize _x;
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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];
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s_player_toggleVectors set [count s_player_toggleVectors,vectorActions];
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} count _staticRotate;
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};
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};
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fnc_degreeActionCleanup = {
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private ["_s1","_s2"];
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_s1 = _this select 0;
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_s2 = _this select 1;
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player removeAction s_player_toggleDegree;
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s_player_toggleDegree = -1;
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if (count s_player_toggleDegrees != 0) then {
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{player removeAction _x;} count s_player_toggleDegrees;
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s_player_toggleDegrees = [];
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degreeActions = -1;
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};
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if (_s1 > 0) then {
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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];
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};
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if (_s2 > 0) then {
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s_player_toggleDegrees = [];
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{
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if (DZE_curDegree == _x) then {
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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];
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} else {
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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];
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};
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s_player_toggleDegrees set [count s_player_toggleDegrees,degreeActions];
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} count DZE_vectorDegrees;
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};
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};
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fnc_SetPitchBankYaw = {
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private ["_sinaroundX","_cosaroundX","_dirY","_dirZ","_upY","_upZ","_sinaroundY","_cosaroundY","_dirX","_upX","_sinaroundZ","_cosaroundZ","_dirXTemp","_upXTemp","_object","_rotations","_aroundX","_aroundY","_aroundZ","_dir","_up"];
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_object = _this select 0;
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_rotations = _this select 1;
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_aroundX = _rotations select 0;
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_aroundY = _rotations select 1;
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_aroundZ = (360 - (_rotations select 2)) - 360;
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_dirX = 0;
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_dirY = 1;
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_dirZ = 0;
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_upX = 0;
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_upY = 0;
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_upZ = 1;
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if (_aroundX != 0) then {
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_sinaroundX = sin _aroundX;
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_cosaroundX = cos _aroundX;
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_dirY = _cosaroundX;
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_dirZ = _sinaroundX;
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_upY = -(_sinaroundX);
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_upZ = _cosaroundX;
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};
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if (_aroundY != 0) then {
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_sinaroundY = sin _aroundY;
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_cosaroundY = cos _aroundY;
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_dirX = _dirZ * _sinaroundY;
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_dirZ = _dirZ * _cosaroundY;
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_upX = _upZ * _sinaroundY;
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_upZ = _upZ * _cosaroundY;
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};
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if (_aroundZ != 0) then {
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_sinaroundZ = sin _aroundZ;
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_cosaroundZ = cos _aroundZ;
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_dirXTemp = _dirX;
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_dirX = (_dirXTemp * _cosaroundZ) - (_dirY * _sinaroundZ);
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_dirY = (_dirY * _cosaroundZ) + (_dirXTemp * _sinaroundZ);
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_upXTemp = _upX;
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_upX = (_upXTemp * _cosaroundZ) - (_upY * _sinaroundZ);
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_upY = (_upY * _cosaroundZ) + (_upXTemp * _sinaroundZ);
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};
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_dir = [_dirX, _dirY, _dirZ];
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_up = [_upX, _upY, _upZ];
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_object setVectorDirAndUp [_dir, _up];
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};
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