ACE3/TO_MERGE/agm/SafeMode/functions/fn_unlockSafety.sqf

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// by commy2
private ["_unit", "_weapon", "_muzzle", "_safedWeapons"];
_unit = _this select 0;
_weapon = _this select 1;
_muzzle = _this select 2;
_safedWeapons = _unit getVariable ["AGM_SafeMode_safedWeapons", []];
if (_weapon in _safedWeapons) then {
_safedWeapons = _safedWeapons - [_weapon];
_unit setVariable ["AGM_SafeMode_safedWeapons", _safedWeapons];
if (count _safedWeapons == 0) then {
private "_id";
_id = _unit getVariable ["AGM_SafeWeapon_actionID", -1];
//[_unit, "DefaultAction", _id] call AGM_Core_fnc_removeActionMenuEventHandler;
[_unit, "DefaultAction", _id] call AGM_Core_fnc_removeActionEventHandler;
_unit setVariable ["AGM_SafeWeapon_actionID", -1];
};
};
_unit selectWeapon _muzzle;
if (inputAction "nextWeapon" > 0) then {
// switch to the last mode to roll over to first after the default nextWeapon action
private ["_modes", "_mode", "_index"];
// get weapon modes
_modes = [];
{
if (getNumber (configFile >> "CfgWeapons" >> _weapon >> _x >> "showToPlayer") == 1) then {
_modes pushBack _x;
};
if (_x == "this") then {
_modes pushBack _weapon;
};
} forEach getArray (configfile >> "CfgWeapons" >> _weapon >> "modes");
// select last mode
_mode = _modes select (count _modes - 1);
// switch to last mode
_index = 0;
while {
_index < 100 && {currentMuzzle _unit != _weapon || {currentWeaponMode _unit != _mode}}
} do {
_unit action ["SwitchWeapon", _unit, _unit, _index];
_index = _index + 1;
};
} else {
// play fire mode selector sound
[_unit, _weapon, _muzzle] call AGM_SafeMode_fnc_playChangeFiremodeSound;
};
// player hud
[true] call AGM_SafeMode_fnc_setSafeModeVisual;
private "_picture";
_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
[localize "STR_AGM_SafeMode_TookOffSafety", _picture] call AGM_Core_fnc_displayTextPicture;