ACE3/addons/safemode/functions/fnc_unlockSafety.sqf

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/*
* Author: commy2
* Take weapon of safety lock.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Weapon <STRING>
* 2: Muzzle <STRING>
*
* Return Value:
* None
*
* Example:
* [ACE_player, currentWeapon ACE_player, currentMuzzle ACE_player] call ace_safemode_fnc_unlockSafety
*
* Public: No
*/
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#include "script_component.hpp"
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params ["_unit", "_weapon", "_muzzle"];
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private ["_safedWeapons", "_picture"];
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_safedWeapons = _unit getVariable [QGVAR(safedWeapons), []];
_safedWeapons deleteAt (_safedWeapons find _weapon);
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_unit setVariable [QGVAR(safedWeapons), _safedWeapons];
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// remove action if all weapons have put their safety on
if (_safedWeapons isEqualTo []) then {
[_unit, "DefaultAction", _unit getVariable [QGVAR(actionID), -1]] call EFUNC(common,removeActionEventHandler);
_unit setVariable [QGVAR(actionID), -1];
};
_unit selectWeapon _muzzle;
if (inputAction "nextWeapon" > 0) then {
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// switch to the last mode to roll over to first after the default nextWeapon action
private ["_modes", "_mode", "_index"];
// get weapon modes
_modes = [];
{
if (getNumber (configFile >> "CfgWeapons" >> _weapon >> _x >> "showToPlayer") == 1) then {
_modes pushBack _x;
};
if (_x == "this") then {
_modes pushBack _weapon;
};
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nil
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} count getArray (configFile >> "CfgWeapons" >> _weapon >> "modes");
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// select last mode
_mode = _modes select (count _modes - 1);
// switch to last mode
_index = 0;
while {
_index < 100 && {currentMuzzle _unit != _weapon || {currentWeaponMode _unit != _mode}}
} do {
_unit action ["SwitchWeapon", _unit, _unit, _index];
_index = _index + 1;
};
} else {
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// play fire mode selector sound
[_unit, _weapon, _muzzle] call FUNC(playChangeFiremodeSound);
};
// player hud
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[true] call FUNC(setSafeModeVisual);
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// show info box
_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
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[localize LSTRING(TookOffSafety), _picture] call EFUNC(common,displayTextPicture);