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