ACE3/addons/zeus/functions/fnc_moduleToggleFlashlight.sqf

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/*
* Author: alganthe
* Zeus module function to toggle Flashlights
*
* Arguments:
* 0: Logic object <OBJECT>
* 1: Toggle mode <BOOL>
* 2: Add gear <BOOL>
* 3: Target of the toggle <SCALAR> 0: blufor; 1: opfor; 2: indep; 3: civ; 4: selected group
*
* Return Value:
* None
*
* Example:
* [LOGIC, true, true, 4] call ace_zeus_fnc_moduleToggleFlashlight
*
* Public: No
*/
#include "script_component.hpp"
params ["_logic", "_toggle", "_addGear", "_target"];
private _units = [];
if (_target == 4) then {
_units = units (attachedTo _logic);
} else {
_units = allUnits select {alive _x && {side _x == ([blufor, opfor, independent, civilian] select _target)}},
};
if (_toggle) then {
{
// enableGunLights doesn't work on players
if !(isPlayer _x || {(currentWeapon _x) isEqualTo ""}) then {
private _pointer = (_x weaponAccessories (currentWeapon _x)) select 1;
if (!(_pointer isEqualTo "") && {isNull (configfile >> "CfgWeapons" >> _pointer >> "ItemInfo" >> "Pointer")}) then {
[QGVAR(enableFlashlight), [_x, "forceOn"], _x] call CBA_fnc_targetEvent;
} else {
if (_addGear) then {
// Retrieve compatible items for the pointer slot
private _pointerSlotCompatible = [currentWeapon _x, "pointer"] call CBA_fnc_compatibleItems;
// Get flashlights from the array above and select the first one
private _flashlight = (_pointerSlotCompatible select {isNull (configfile >> "CfgWeapons" >> _x >> "ItemInfo" >> "Pointer")}) select 0;
[QEGVAR(common,addWeaponItem), [_x, (currentWeapon _x), _flashlight], _x] call CBA_fnc_targetEvent;
[QGVAR(enableFlashlight), [_x, "forceOn"], _x] call CBA_fnc_targetEvent;
};
};
};
} foreach _units;
} else {
{
if !(isPlayer _x || {(currentWeapon _x) isEqualTo ""}) then {
[QGVAR(enableFlashlight), [_x, "forceOff"], _x] call CBA_fnc_targetEvent;
};
} foreach _units;
};
deleteVehicle _logic;