2016-08-22 13:09:08 +00:00
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/*
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* Author: Dslyecxi, Jonpas
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* Prepares throwable or selects the next.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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2016-09-02 23:39:34 +00:00
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* [unit] call ace_advanced_throwing_fnc_prepare
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2016-08-22 13:09:08 +00:00
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_unit"];
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TRACE_1("params",_unit);
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// Select next throwable if one already in hand
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if (_unit getVariable [QGVAR(inHand), false]) exitWith {
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TRACE_1("inHand",_unit);
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if (!(_unit getVariable [QGVAR(primed), false])) then {
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TRACE_1("not primed",_unit);
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2016-09-12 17:21:04 +00:00
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// Restore muzzle ammo (setAmmo 1 has no impact if no appliccable throwable in inventory)
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// selectNextGrenade relies on muzzles array (setAmmo 0 removes the muzzle from the array and current can't be found, cycles between 0 and 1 muzzles)
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ACE_player setAmmo [ACE_player getVariable [QGVAR(activeMuzzle), ""], 1];
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2016-08-22 13:09:08 +00:00
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[_unit] call EFUNC(weaponselect,selectNextGrenade);
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};
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};
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// Try selecting next throwable if none currently selected
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2016-09-12 17:21:04 +00:00
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if (isNull (_unit getVariable [QGVAR(activeThrowable), objNull]) && {(currentThrowable _unit) isEqualTo []} && {!([_unit] call EFUNC(weaponselect,selectNextGrenade))}) exitWith {
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2016-08-22 13:09:08 +00:00
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TRACE_1("no throwables",_unit);
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};
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_unit setVariable [QGVAR(inHand), true];
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// Add controls hint
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call FUNC(updateControlsHint);
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// Add throw action to suppress weapon firing (not possible to suppress mouseButtonDown event)
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_unit setVariable [QGVAR(throwAction), [_unit, "DefaultAction", {true}, {true}] call EFUNC(common,addActionEventHandler)];
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// Draw throwable and throw arc if enabled
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GVAR(draw3DHandle) = addMissionEventHandler ["Draw3D", {
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call FUNC(drawThrowable);
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if (GVAR(showThrowArc)) then {
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call FUNC(drawArc);
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};
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}];
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