ACE3/addons/common/functions/fnc_statusEffect_get.sqf

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#include "script_component.hpp"
/*
* Author: PabstMirror
* Retrives list of current status effects
*
* Arguments:
* 0: vehicle that it will be attached to (player or vehicle) <OBJECT>
* 1: Effect Name <STRING>
*
* Return Value:
* Effect status <ARRAY>
* 0: is activly set (if false, the effect is ignored and never modified) <BOOL>
* 1: reasons why it is set true (list of strings, count of 0 = false, 1+ = true) <ARRAY>
*
* Example:
* [player, "forceWalk"] call ace_common_fnc_statusEffect_get
*
* Public: Yes
*/
params [["_object", objNull, [objNull]], ["_effectName", "", [""]]];
TRACE_2("params",_object,_effectName);
if (isNull _object) exitWith {
TRACE_1("null",_object);
[false, []]
};
[_object, false] call FUNC(statusEffect_resetVariables); //Check for mismatch
//List of reasons
private _statusReasons = missionNamespace getVariable [(format [QGVAR(statusEffects_%1), _effectName]), []];
if (_statusReasons isEqualTo []) exitWith {
TRACE_1("no reasons - bad effect?",_statusReasons);
[false, []]
};
//Get Effect Number
private _effectVarName = format [QGVAR(effect_%1), _effectName];
private _effectNumber = _object getVariable [_effectVarName, -1];
TRACE_2("current",_effectVarName,_effectNumber);
if (_effectNumber == -1) exitWith { //Nil array - no effect
[false, []]
};
if (_effectNumber == 0) exitWith { //empty array - false effect
[true, []]
};
//if no change: skip sending publicVar and events
private _effectBoolArray = [_effectNumber, count _statusReasons] call FUNC(binarizeNumber);
TRACE_2("bitArray",_statusIndex,_effectBoolArray);
private _activeEffects = [];
{
if (_x) then {
_activeEffects pushBack (_statusReasons select _forEachIndex);
};
} forEach _effectBoolArray;
//non-empty array - true effect
[true, _activeEffects]