2023-09-12 18:58:10 +00:00
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#include "..\script_component.hpp"
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2016-01-16 23:27:42 +00:00
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/*
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* Author: PabstMirror
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* Retrives list of current status effects
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*
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* Arguments:
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* 0: vehicle that it will be attached to (player or vehicle) <OBJECT>
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* 1: Effect Name <STRING>
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*
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* Return Value:
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* Effect status <ARRAY>
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* 0: is activly set (if false, the effect is ignored and never modified) <BOOL>
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* 1: reasons why it is set true (list of strings, count of 0 = false, 1+ = true) <ARRAY>
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*
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* Example:
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* [player, "forceWalk"] call ace_common_fnc_statusEffect_get
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*
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* Public: Yes
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*/
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params [["_object", objNull, [objNull]], ["_effectName", "", [""]]];
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TRACE_2("params",_object,_effectName);
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if (isNull _object) exitWith {
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TRACE_1("null",_object);
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[false, []]
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};
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[_object, false] call FUNC(statusEffect_resetVariables); //Check for mismatch
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//List of reasons
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private _statusReasons = missionNamespace getVariable [(format [QGVAR(statusEffects_%1), _effectName]), []];
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if (_statusReasons isEqualTo []) exitWith {
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TRACE_1("no reasons - bad effect?",_statusReasons);
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[false, []]
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};
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//Get Effect Number
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private _effectVarName = format [QGVAR(effect_%1), _effectName];
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private _effectNumber = _object getVariable [_effectVarName, -1];
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TRACE_2("current",_effectVarName,_effectNumber);
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if (_effectNumber == -1) exitWith { //Nil array - no effect
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[false, []]
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};
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if (_effectNumber == 0) exitWith { //empty array - false effect
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[true, []]
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};
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//if no change: skip sending publicVar and events
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private _effectBoolArray = [_effectNumber, count _statusReasons] call FUNC(binarizeNumber);
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TRACE_2("bitArray",_statusIndex,_effectBoolArray);
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private _activeEffects = [];
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{
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if (_x) then {
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_activeEffects pushBack (_statusReasons select _forEachIndex);
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};
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} forEach _effectBoolArray;
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//non-empty array - true effect
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[true, _activeEffects]
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