Improve disableWeaponAssembly status effect usage in CSW

This commit is contained in:
johnb432 2024-08-29 14:10:07 +02:00
parent d56a3a6a95
commit 0baf22e285
4 changed files with 33 additions and 33 deletions

View File

@ -58,9 +58,8 @@
_cswTripod setVariable [QGVAR(secondaryWeaponMagazines), _secondaryWeaponMagazines, true];
};
if (!GVAR(defaultAssemblyMode)) then {
// Disable vanilla assembly until FUNC(initVehicle) runs and sets the definite value
[_cswTripod, "disableWeaponAssembly", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
};
private _posATL = _player getRelPos [2, 0];
_posATL set [2, ((getPosATL _player) select 2) + 0.5];

View File

@ -76,9 +76,9 @@
_csw setVariable [QGVAR(secondaryWeaponMagazines), _secondaryWeaponMagazines, true];
};
if (!GVAR(defaultAssemblyMode)) then {
// Disable vanilla assembly until FUNC(initVehicle) runs and sets the definite value
[_csw, "disableWeaponAssembly", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
};
_csw setDir _tripodDir;
_csw setPosATL _tripodPos;
if ((_tripodPos select 2) < 0.5) then {

View File

@ -34,30 +34,33 @@ if (_configEnabled && {GVAR(ammoHandling) == 2}) then {
};
TRACE_2("",local _vehicle,_vehicle turretLocal [0]);
if (_configEnabled && {_vehicle turretLocal [0]}) then { // if turret is local to us, then handle mags/weapon
[{
params ["_vehicle"];
if (!alive _vehicle) exitWith { TRACE_1("dead/deleted",_vehicle); };
if (_vehicle turretLocal [0]) then {
// Assembly mode: [0=disabled, 1=enabled, 2=enabled&unload, 3=default]
private _assemblyModeIndex = _vehicle getVariable [QGVAR(assemblyMode), 3];
private _emptyWeapon = _assemblyModeIndex isEqualTo 2;
private _assemblyMode = [false, true, true, GVAR(defaultAssemblyMode)] select _assemblyModeIndex;
TRACE_2("turretLocal",_vehicle,_assemblyMode);
// If turret is local, handle unloading mags and proxy weapons
if (_configEnabled) then {
TRACE_2("config enabled",_vehicle,_assemblyMode);
private _emptyWeapon = _assemblyModeIndex isEqualTo 2;
[_vehicle, [0], _assemblyMode, _emptyWeapon] call FUNC(proxyWeapon);
[_vehicle, _assemblyMode, _emptyWeapon] call FUNC(staticWeaponInit_unloadExtraMags);
}, [_vehicle]] call CBA_fnc_execNextFrame; // need to wait a frame to allow setting object vars during assembly
if (!_assemblyMode) exitWith {};
[_vehicle, _emptyWeapon] call FUNC(staticWeaponInit_unloadExtraMags);
};
if (_assemblyConfig) then {
[{
params ["_vehicle"];
if (!alive _vehicle) exitWith { TRACE_1("dead/deleted",_vehicle); };
private _assemblyMode = [false, true, true, GVAR(defaultAssemblyMode)] select (_vehicle getVariable [QGVAR(assemblyMode), 3]);
TRACE_2("assemblyConfig present",_vehicle,_assemblyMode);
if (_assemblyMode) then { // Disable vanilla assembly if assemblyMode enabled
[_vehicle, "disableWeaponAssembly", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
// Disable vanilla assembly if assemblyMode enabled
// Need to wait to allow setting object vars during assembly, but since this function runs 1 second after vehicle init, it can run immediately
[_vehicle, "disableWeaponAssembly", QUOTE(ADDON), _assemblyMode] call EFUNC(common,statusEffect_set);
};
}, [_vehicle]] call CBA_fnc_execNextFrame; // need to wait a frame to allow setting object vars during assembly
};
// Add interactions for players

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@ -5,8 +5,7 @@
*
* Arguments:
* 0: CSW <OBJECT>
* 1: Using advanced assembly <BOOL>
* 2: Empty weapon <BOOL>
* 1: Empty weapon <BOOL>
*
* Return Value:
* None
@ -17,9 +16,8 @@
* Public: No
*/
params ["_vehicle", "_assemblyMode", "_emptyWeapon"];
TRACE_3("staticWeaponInit_unloadExtraMags",_vehicle,_assemblyMode,_emptyWeapon);
if (!_assemblyMode) exitWith {};
params ["_vehicle", "_emptyWeapon"];
TRACE_2("staticWeaponInit_unloadExtraMags",_vehicle,_emptyWeapon);
private _desiredAmmo = getNumber (configOf _vehicle >> QUOTE(ADDON) >> "desiredAmmo");
private _storeExtraMagazines = GVAR(handleExtraMagazines);