2023-09-12 18:58:10 +00:00
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#include "..\script_component.hpp"
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2017-12-03 06:22:49 +00:00
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/*
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* Author: Dystopian
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* Controls persistent laser state.
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*
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* Arguments:
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* 0: Enabled <BOOL>
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*
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* Return Value:
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* None
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*
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* Example:
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* true call ace_common_fnc_switchPersistentLaser
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*
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* Public: No
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*/
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params ["_enabled"];
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if (!_enabled) exitWith {
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if (isNil QGVAR(laserKeyDownEH)) exitWith {};
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["KeyDown", GVAR(laserKeyDownEH)] call CBA_fnc_removeDisplayHandler;
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2018-02-09 21:31:05 +00:00
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["loadout", GVAR(laserLoadoutEH)] call CBA_fnc_removePlayerEventHandler;
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2017-12-03 06:22:49 +00:00
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["turret", GVAR(laserTurretEH)] call CBA_fnc_removePlayerEventHandler;
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["vehicle", GVAR(laserVehicleEH)] call CBA_fnc_removePlayerEventHandler;
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2018-02-09 21:31:05 +00:00
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["weapon", GVAR(laserWeaponEH)] call CBA_fnc_removePlayerEventHandler;
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2017-12-03 06:22:49 +00:00
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};
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GVAR(laserKeyDownEH) = ["KeyDown", {
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if !((_this select 1) in actionKeys "headlights") exitWith {false};
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private _weapon = currentWeapon ACE_player;
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[
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{
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params ["_weapon", "_laserWasEnabled"];
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private _laserEnabled = ACE_player isIRLaserOn _weapon || {ACE_player isFlashlightOn _weapon};
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if (_laserEnabled && {_laserWasEnabled} || {!_laserEnabled && {!_laserWasEnabled}}) exitWith {};
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private _weaponIndex = [ACE_player, _weapon] call FUNC(getWeaponIndex);
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ACE_player setVariable [QGVAR(laserEnabled_) + str _weaponIndex, [nil, true] select _laserEnabled];
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},
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[_weapon, ACE_player isIRLaserOn _weapon || {ACE_player isFlashlightOn _weapon}]
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] call CBA_fnc_execNextFrame;
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false
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}] call CBA_fnc_addDisplayHandler;
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private _laserEH = {
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2018-02-09 21:31:05 +00:00
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if (sunOrMoon == 1) exitWith {};
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2017-12-03 06:22:49 +00:00
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params ["_player"];
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private _weaponIndex = [_player, currentWeapon _player] call FUNC(getWeaponIndex);
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if (
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!(_player getVariable [QGVAR(laserEnabled_) + str _weaponIndex, false])
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|| {_weaponIndex > 0 && {"" != primaryWeapon _player}} // Arma switches to primary weapon if exists
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|| {!(_player call CBA_fnc_canUseWeapon)} // ignore in vehicle except FFV
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) exitWith {};
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[
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// wait for weapon in "ready to fire" direction
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{0.01 > getCameraViewDirection _this vectorDistance (_this weaponDirection currentWeapon _this)},
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{{_this action [_x, _this]} forEach ["GunLightOn", "IRLaserOn"]},
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_player,
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3,
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{{_this action [_x, _this]} forEach ["GunLightOn", "IRLaserOn"]}
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] call CBA_fnc_waitUntilAndExecute;
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};
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2018-02-09 21:31:05 +00:00
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GVAR(laserLoadoutEH) = ["loadout", _laserEH] call CBA_fnc_addPlayerEventHandler;
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2017-12-03 06:22:49 +00:00
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GVAR(laserTurretEH) = ["turret", _laserEH] call CBA_fnc_addPlayerEventHandler;
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GVAR(laserVehicleEH) = ["vehicle", _laserEH] call CBA_fnc_addPlayerEventHandler;
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2018-02-09 21:31:05 +00:00
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GVAR(laserWeaponEH) = ["weapon", _laserEH] call CBA_fnc_addPlayerEventHandler;
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