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class CrossHair |
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{ |
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protected string m_Name; |
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protected bool m_Shown; |
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protected bool m_Current; |
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protected Widget m_Widget; |
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void CrossHair(Widget w) |
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{ |
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m_Widget = w; |
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m_Name = w.GetName(); |
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m_Shown = true; |
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m_Current = false; |
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} |
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void ~CrossHair() {} |
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string GetName() |
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{ |
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return m_Name; |
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} |
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bool IsCurrent() |
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{ |
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return m_Current; |
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} |
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bool IsShown() |
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{ |
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return m_Shown; |
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} |
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void Show() |
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{ |
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m_Shown = false; |
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m_Current = true; |
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m_Widget.Show(true); |
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} |
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void Hide() |
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{ |
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m_Shown = true; |
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m_Current = false; |
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m_Widget.Show(false); |
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} |
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Widget GetWidget() |
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{ |
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return m_Widget; |
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} |
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} |
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class CrossHairSelector extends ScriptedWidgetEventHandler |
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{ |
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protected PlayerBase m_Player; |
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protected ActionManagerBase m_AM; |
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protected Widget m_Root; |
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protected ref set<ref CrossHair> m_CrossHairs; |
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protected vector m_PreviousDirection; |
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protected bool m_PreviousDirectionSet; |
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void CrossHairSelector() |
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{ |
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m_Player = null; |
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m_AM = null; |
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m_CrossHairs = new set<ref CrossHair>; |
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GetGame().GetPostUpdateQueue(CALL_CATEGORY_GUI).Insert(Update); |
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} |
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void ~CrossHairSelector() |
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{ |
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GetGame().GetPostUpdateQueue(CALL_CATEGORY_GUI).Remove(Update); |
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} |
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protected void Init() |
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{ |
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m_CrossHairs.Clear(); |
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Widget child = m_Root.GetChildren(); |
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while(child) |
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{ |
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m_CrossHairs.Insert(CrossHair(child)); |
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child = child.GetSibling(); |
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} |
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} |
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protected void OnWidgetScriptInit(Widget w) |
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{ |
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m_Root = w; |
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m_Root.SetHandler(this); |
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Init(); |
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m_Root.Update(); |
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} |
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protected void Update() |
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{ |
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if(!g_Game.GetProfileOption(EDayZProfilesOptions.CROSSHAIR) || g_Game.GetWorld().IsCrosshairDisabled()) |
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{ |
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if(GetCurrentCrossHair()) |
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ShowCrossHair(null); |
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return; |
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}; |
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if(m_Player && !m_Player.IsAlive()) |
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{ |
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m_Player = null; |
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m_AM = null; |
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} |
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if(!m_Player) GetPlayer(); |
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if(!m_AM) GetActionManager(); |
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if(m_Player && m_Player.IsPlayerSelected()) |
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{ |
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SelectCrossHair(); |
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} |
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} |
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protected void GetPlayer() |
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{ |
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Class.CastTo(m_Player, GetGame().GetPlayer()); |
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} |
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protected void GetActionManager() |
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{ |
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if( m_Player && m_Player.IsPlayerSelected() ) |
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{ |
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Class.CastTo(m_AM, m_Player.GetActionManager()); |
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} |
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else |
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m_AM = null; |
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} |
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protected CrossHair GetCrossHairByName(string widgetName) |
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{ |
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for(int i = 0; i < m_CrossHairs.Count(); i++) |
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{ |
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if(m_CrossHairs.Get(i).GetName() == widgetName) |
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return m_CrossHairs.Get(i); |
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} |
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return null; |
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} |
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protected CrossHair GetCurrentCrossHair() |
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{ |
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for(int i = 0; i < m_CrossHairs.Count(); i++) |
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{ |
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if(m_CrossHairs.Get(i).IsCurrent()) |
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return m_CrossHairs.Get(i); |
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} |
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return null; |
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} |
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protected void SelectCrossHair() |
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{ |
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if(!m_AM) return; |
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HumanInputController hic = m_Player.GetInputController(); |
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ActionBase action = m_AM.GetRunningAction(); |
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bool firearmInHands = m_Player.GetItemInHands() && m_Player.GetItemInHands().IsWeapon(); |
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if ( firearmInHands && m_Player.IsRaised() && !m_Player.IsInIronsights() && !m_Player.IsInOptics() && !hic.CameraIsFreeLook() && !m_Player.GetCommand_Melee2() ) |
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{ |
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ShowCrossHair(GetCrossHairByName("crossT_128x128")); |
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} |
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else if (action && action.GetActionCategory() == AC_CONTINUOUS) |
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{ |
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int actionState = m_AM.GetActionState(action); |
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if ( actionState != UA_NONE ) |
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ShowCrossHair(null); |
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} |
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else if ( m_Player.IsRaised() || m_Player.GetCommand_Melee2() || GetGame().GetUIManager().GetMenu() != null ) |
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{ |
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ShowCrossHair(null); |
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} |
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else if ( m_Player.GetCommand_Unconscious() ) |
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{ |
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ShowCrossHair(null); |
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} |
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else |
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{ |
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ShowCrossHair(GetCrossHairByName("dot")); |
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} |
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} |
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protected void ShowCrossHair(CrossHair crossHair) |
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{ |
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if (!crossHair) |
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{ |
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if (GetCurrentCrossHair()) |
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GetCurrentCrossHair().Hide(); |
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return; |
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} |
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else |
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{ |
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if (GetCurrentCrossHair() && GetCurrentCrossHair() != crossHair) |
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GetCurrentCrossHair().Hide(); |
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} |
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if (!crossHair.IsCurrent() && crossHair.IsShown()) |
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crossHair.Show(); |
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#ifdef WIP_TRACKIR |
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FloatingCrossHair(crossHair.GetWidget()); |
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#endif |
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} |
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void FloatingCrossHair(Widget widget) |
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{ |
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HumanInputController hic = m_Player.GetInputController(); |
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if (!hic.CameraIsTracking()) |
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{ |
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widget.SetPos(0, 0); |
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widget.Update(); |
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return; |
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} |
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ActionBase action = m_AM.GetRunningAction(); |
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float dt = GetDayZGame().GetDeltaT(); |
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HumanCommandWeapons hcw = m_Player.GetCommandModifier_Weapons(); |
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vector transform[4]; |
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m_Player.GetTransformWS(transform); |
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vector aimAngles = Vector(hcw.GetBaseAimingAngleLR(), hcw.GetBaseAimingAngleUD(), 0.0); |
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vector plrAngles = Math3D.MatrixToAngles(transform); |
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aimAngles = Vector(0.0, hcw.GetBaseAimingAngleUD(), 0.0); |
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plrAngles = Vector(hic.GetHeadingAngle() * -Math.RAD2DEG, 0, 0); |
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vector resAngle = aimAngles + plrAngles; |
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vector start; |
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MiscGameplayFunctions.GetHeadBonePos(m_Player, start); |
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vector direction = resAngle.AnglesToVector(); |
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int layer = ObjIntersectView; |
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float range = 1.0; |
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Weapon_Base weapon; |
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if (Class.CastTo(weapon, m_Player.GetItemInHands()) && m_Player.IsRaised()) |
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{ |
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layer = ObjIntersectFire; |
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range = 10.0; |
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vector usti_hlavne_position = weapon.GetSelectionPositionMS( "usti hlavne" ); |
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vector konec_hlavne_position = weapon.GetSelectionPositionMS( "konec hlavne" ); |
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usti_hlavne_position = m_Player.ModelToWorld(usti_hlavne_position); |
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konec_hlavne_position = m_Player.ModelToWorld(konec_hlavne_position); |
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vector contact_dir; |
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int contact_component; |
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direction = konec_hlavne_position - usti_hlavne_position; |
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direction.Normalize(); |
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start = konec_hlavne_position; |
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m_PreviousDirectionSet = false; |
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} |
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else |
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{ |
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if (!m_PreviousDirectionSet) |
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{ |
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m_PreviousDirectionSet = true; |
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m_PreviousDirection = direction; |
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} |
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float r0[4]; |
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float r1[4]; |
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vector t[4]; |
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Math3D.DirectionAndUpMatrix(m_PreviousDirection, vector.Up, t); |
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Math3D.MatrixToQuat(t, r0); |
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Math3D.DirectionAndUpMatrix(direction, vector.Up, t); |
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Math3D.MatrixToQuat(t, r1); |
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Math3D.QuatLerp(r0, r0, r1, 0.1); |
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Math3D.QuatToMatrix(r0, t); |
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direction = t[2]; |
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m_PreviousDirection = direction; |
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} |
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vector end = start + (direction * range); |
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vector position = end; |
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DayZPhysics.RaycastRV(start, end, position, contact_dir, contact_component, null, m_Player, m_Player, false, false, layer); |
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vector screenSpace = GetGame().GetScreenPos(position); |
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float sx, sy; |
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widget.GetScreenSize(sx, sy); |
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screenSpace[0] = screenSpace[0] - (sx * 0.5); |
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screenSpace[1] = screenSpace[1] - (sy * 0.5); |
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widget.SetScreenPos(screenSpace[0], screenSpace[1]); |
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widget.Update(); |
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} |
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} |