ACE3/addons/hitreactions/XEH_postInit.sqf

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#include "script_component.hpp"
[QGVAR(updateFiredEHs), {
TRACE_2("updateFiredEH",GVAR(weaponDropChanceArmHitPlayer),GVAR(weaponDropChanceArmHitAI));
if (GVAR(weaponDropChanceArmHitPlayer) + GVAR(weaponDropChanceArmHitAI) == 0) then {
if (isNil QGVAR(firedEHs)) exitWith {};
{
_x call CBA_fnc_removeEventHandler;
} forEach GVAR(firedEHs);
GVAR(firedEHs) = nil;
TRACE_1("removed EHs",GVAR(firedEHs));
} else {
if (!isNil QGVAR(firedEHs)) exitWith {};
private _firedEH = {
if (!local (_this select 0)) exitWith {};
(_this select 6) addEventHandler ["HitPart", {
params ["", "_entity", "", "", "", "", "_selections"];
[_entity, _selections] call FUNC(checkWeaponDrop);
}];
};
GVAR(firedEHs) = [];
{
GVAR(firedEHs) pushBack [_x, [_x, _firedEH] call CBA_fnc_addEventHandler];
} forEach ["ace_firedNonPlayer", "ace_firedPlayer"];
TRACE_1("added EHs",GVAR(firedEHs));
};
}] call CBA_fnc_addEventHandler;
[QGVAR(dropWeapon), {
params ["_unit"];
TRACE_1("dropWeaponEH",_unit);
if !(_unit getVariable [QGVAR(canDropWeapon), true]) exitWith {};
// Prevents AI from losing both primary and pistol when being shot with their pistol out
_unit setVariable [QGVAR(canDropWeapon), false];
private _weapon = currentWeapon _unit;
private _thrownWeapon = _unit call EFUNC(common,throwWeapon);
[{
params ["_unit"];
_unit setVariable [QGVAR(canDropWeapon), nil];
}, _unit, 0.5] call CBA_fnc_waitAndExecute;
if (_unit call EFUNC(common,isPlayer)) exitWith {}; // Don't make players pick their own weapons up
// Wait before executing, as otherwise the unit would pick up the weapon immediately
[{
[{
(_this select 0) params ["_unit", "_weapon", "_thrownWeapon", "_timeout"];
// If the unit has been deleted or dead, if the weapon doesn't exist anymore or if it's been too long, stop
if (!alive _unit || {!local _unit} || {isNull _thrownWeapon} || {CBA_missionTime >= _timeout}) exitWith {
(_this select 1) call CBA_fnc_removePerFrameHandler;
};
// Don't pick up weapon when unit is unconscious
if (lifeState _unit == "INCAPACITATED") exitWith {};
// If the unit has no essential weapons, force them to get their weapon, otherwise wait until no enemies are present
if !(
(primaryWeapon _unit == "" && {handgunWeapon _unit == ""}) ||
{(_unit distance (_unit findNearestEnemy _unit)) > missionNamespace getVariable [QGVAR(safePickupDistance), DEFAULT_PICKUP_DISTANCE]}
) exitWith {};
// If the unit is too far away, make them move closer
if (_unit distance _thrownWeapon >= 4) exitWith {
private _pos = getPosATL _thrownWeapon;
_unit setDestination [_pos, "LEADER PLANNED", true];
_unit doMove _pos;
};
(_this select 1) call CBA_fnc_removePerFrameHandler;
_unit action ["TakeWeapon", _thrownWeapon, _weapon];
// Make the unit switch weapons
[{
(_this select 0) hasWeapon (_this select 1)
}, {
params ["_unit", "_weapon"];
if (!alive _unit || {!local _unit} || {primaryWeapon _unit != _weapon}) exitWith {};
// Switch to the primary weapon, if it was picked up
_unit selectWeapon _weapon;
}, [_unit, _weapon], 5] call CBA_fnc_waitUntilAndExecute;
}, 5, _this] call CBA_fnc_addPerFrameHandler;
}, [_unit, _weapon, _thrownWeapon, CBA_missionTime + 300], random [2, 3, 4]] call CBA_fnc_waitAndExecute;
}] call CBA_fnc_addEventHandler;