2018-09-17 19:19:29 +00:00
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#include "script_component.hpp"
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2017-09-21 18:43:35 +00:00
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/*
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2018-04-19 19:01:26 +00:00
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* Author: alganthe, mharis001
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* Zeus module function to toggle NVGs.
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2017-09-21 18:43:35 +00:00
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*
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* Arguments:
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* 0: Logic object <OBJECT>
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* 1: Toggle mode <BOOL>
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* 2: Target units (-1 - Selected group, 0 - BLUFOR, 1 - OPFOR, 2 - Independent, 3 - Civilian) <NUMBER>
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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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* [LOGIC, true, -1] call ace_zeus_fnc_moduleToggleNvg
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*
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* Public: No
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2018-04-19 19:01:26 +00:00
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*/
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params ["_logic", "_toggle", "_target"];
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TRACE_1("params",_this);
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2018-04-19 19:01:26 +00:00
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// Create array of target units
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private _units = [];
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if (_target == -1) then {
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_units = (units attachedTo _logic) select {alive _x && {!([_x] call EFUNC(common,isPlayer))}};
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} else {
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private _side = [west, east, independent, civilian] select _target;
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_units = allUnits select {alive _x && {side _x == _side} && {!([_x] call EFUNC(common,isPlayer))}};
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};
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// Add or remove NVGs from units
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private _cfgVehicles = configFile >> "CfgVehicles";
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private _cfgWeapons = configFile >> "CfgWeapons";
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if (_toggle) then {
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{
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if (hmd _x isEqualTo "") then {
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// Get NVG item and helmet from unit config
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private _linkedItems = getArray (_cfgVehicles >> typeOf _x >> "linkedItems");
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private _nvgItem = _linkedItems select {_x isKindOf ["NVGoggles", _cfgWeapons]};
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private _nvgHelmet = _linkedItems select {!(getArray (_cfgWeapons >> _x >> "subItems") isEqualTo [])};
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// Add NVG helmet if defined
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if !(_nvgHelmet isEqualTo []) exitWith {
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_x addHeadgear (_nvgHelmet select 0);
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};
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// Add NVGs if defined
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if !(_nvgItem isEqualTo []) exitWith {
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_x linkItem (_nvgItem select 0);
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};
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// Default: add basic NVGs
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_x linkItem "NVGoggles";
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};
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} forEach _units;
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} else {
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{
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// Get unit current NVGs or helmet with NVG built-in
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private _nvgItem = hmd _x;
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private _nvgHelmet = getArray (_cfgWeapons >> headgear _x >> "subItems") isEqualTo [];
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// Remove NVG equipment from unit
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if !(_nvgHelmet) then {
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removeHeadgear _x;
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};
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if !(_nvgItem isEqualTo "") then {
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_x unlinkItem _nvgItem;
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};
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} forEach _units;
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};
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deleteVehicle _logic;
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