ACE3/addons/zeus/functions/fnc_moduleToggleFlashlight.sqf

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/*
* Author: alganthe, mharis001
* Zeus module function to toggle flashlights.
*
* Arguments:
* 0: Logic object <OBJECT>
* 1: Toggle mode <BOOL>
* 2: Add gear <BOOL>
* 3: Target units (-1 - Selected group, 0 - BLUFOR, 1 - OPFOR, 2 - Independent, 3 - Civilian) <NUMBER>
*
* Return Value:
* None
*
* Example:
* [LOGIC, true, true, -1] call ace_zeus_fnc_moduleToggleFlashlight
*
* Public: No
*/
#include "script_component.hpp"
params ["_logic", "_toggle", "_addGear", "_target"];
TRACE_1("params",_this);
// Create array of target units
private _units = [];
if (_target == -1) then {
_units = (units attachedTo _logic) select {alive _x && {!([_x] call EFUNC(common,isPlayer))} && {!(currentWeapon _x isEqualTo "")}};
} else {
private _side = [west, east, independent, civilian] select _target;
_units = allUnits select {alive _x && {side _x == _side} && {!([_x] call EFUNC(common,isPlayer))} && {!(currentWeapon _x isEqualTo "")}};
};
// Toggle flashlights for units
if (_toggle) then {
private _cfgWeapons = configFile >> "CfgWeapons";
{
private _weapon = currentWeapon _x;
private _pointer = (_x weaponAccessories _weapon) select 1;
if (!(_pointer isEqualTo "") && {getNumber (_cfgWeapons >> _pointer >> "ItemInfo" >> "FlashLight" >> "size") > 0}) then {
[QEGVAR(ai,enableGunLights), [_x, "forceOn"], _x] call CBA_fnc_targetEvent;
} else {
if (_addGear) then {
// Get compatible items for pointer slot
private _compatibleItems = [_weapon, "pointer"] call CBA_fnc_compatibleItems;
// Get random flashlight from compatible pointer slot items
private _flashlightItem = selectRandom (_compatibleItems select {getNumber (_cfgWeapons >> _x >> "ItemInfo" >> "FlashLight" >> "size") > 0});
// Add flashlight to weapon and enable
[QEGVAR(common,addWeaponItem), [_x, _weapon, _flashlightItem], _x] call CBA_fnc_targetEvent;
[QEGVAR(ai,enableGunLights), [_x, "forceOn"], _x] call CBA_fnc_targetEvent;
TRACE_2("Added flashlight to unit",_x,_flashlightItem);
};
};
} forEach _units;
} else {
{
[QEGVAR(ai,enableGunLights), [_x, "forceOff"], _x] call CBA_fnc_targetEvent;
} forEach _units;
};
deleteVehicle _logic;