ACE3/addons/safemode/functions/fnc_lockSafety.sqf

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// by commy2
#include "script_component.hpp"
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PARAMS_3(_unit,_weapon,_muzzle);
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// don't immediately switch back
if (inputAction "nextWeapon" > 0) exitWith {};
private ["_safedWeapons"];
_safedWeapons = _unit getVariable [QGVAR(safedWeapons), []];
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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private ["_condition", "_statement", "_id"];
_condition = {
if (
[_this select 1] call EFUNC(common,canUseWeapon)
&& {
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);
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false
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}
};
_statement = {
[_this select 1, currentWeapon (_this select 1), currentMuzzle (_this select 1)] call FUNC(unlockSafety);
};
//_id = [_unit, format ["<t color=""#FFFF00"" >%1</t>", localize "STR_ACE_SafeMode_TakeOffSafety"], "DefaultAction", _condition, {}, {true}, _statement, 10] call EFUNC(common,addActionMenuEventHandler);
_id = [_unit, "DefaultAction", _condition, {}] call EFUNC(common,addActionEventHandler);
_unit setVariable [QGVAR(actionID), _id];
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};
_unit selectWeapon _muzzle;//_weapon
// play fire mode selector sound
[_unit, _weapon, _muzzle] call FUNC(playChangeFiremodeSound);
private "_picture";
_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
[localize "STR_ACE_SafeMode_PutOnSafety", _picture] call EFUNC(common,displayTextPicture);