ACE3/addons/safemode/functions/fnc_lockSafety.sqf

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#include "script_component.hpp"
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/*
* Author: commy2
* Put weapon on safety, or take it off safety if safety is already put on.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Weapon <STRING>
* 2: Muzzle <STRING>
*
* Return Value:
* None
*
* Example:
* [ACE_player, currentWeapon ACE_player, currentMuzzle ACE_player] call ace_safemode_fnc_lockSafety
*
* Public: No
*/
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params ["_unit", "_weapon", "_muzzle"];
private _safedWeapons = _unit getVariable [QGVAR(safedWeapons), []];
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if (_weapon in _safedWeapons) exitWith {
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_this call FUNC(unlockSafety);
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};
_safedWeapons pushBack _weapon;
_unit setVariable [QGVAR(safedWeapons), _safedWeapons];
if (_unit getVariable [QGVAR(actionID), -1] == -1) then {
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_unit setVariable [QGVAR(actionID), [
_unit, "DefaultAction", {
if (
[_this select 1] call CBA_fnc_canUseWeapon
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&& {
if (currentMuzzle (_this select 1) in ((_this select 1) getVariable [QGVAR(safedWeapons), []])) then {
if (inputAction "nextWeapon" > 0) exitWith {
[_this select 1, currentWeapon (_this select 1), currentMuzzle (_this select 1)] call FUNC(unlockSafety);
false
};
true
} else {false}
}
) then {
// player hud
[false] call FUNC(setSafeModeVisual);
true
} else {
// player hud
[true] call FUNC(setSafeModeVisual);
false
};
}, {}
] call EFUNC(common,addActionEventHandler)];
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};
if (_muzzle isEqualType "") then {
private _laserEnabled = _unit isIRLaserOn _weapon || {_unit isFlashlightOn _weapon};
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_unit selectWeapon _muzzle;
if (
_laserEnabled
&& {
_muzzle == primaryWeapon _unit // prevent UGL switch
|| {"" == primaryWeapon _unit} // Arma switches to primary weapon if exists
}
) then {
{_unit action [_x, _unit]} forEach ["GunLightOn", "IRLaserOn"];
};
};
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// play fire mode selector sound
[_unit, _weapon, _muzzle] call FUNC(playChangeFiremodeSound);
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// show info box
private _picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
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[localize LSTRING(PutOnSafety), _picture] call EFUNC(common,displayTextPicture);