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Improve disableWeaponAssembly status effect usage in CSW
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@ -58,9 +58,8 @@
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_cswTripod setVariable [QGVAR(secondaryWeaponMagazines), _secondaryWeaponMagazines, true];
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};
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if (!GVAR(defaultAssemblyMode)) then {
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// Disable vanilla assembly until FUNC(initVehicle) runs and sets the definite value
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[_cswTripod, "disableWeaponAssembly", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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};
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private _posATL = _player getRelPos [2, 0];
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_posATL set [2, ((getPosATL _player) select 2) + 0.5];
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@ -76,9 +76,9 @@
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_csw setVariable [QGVAR(secondaryWeaponMagazines), _secondaryWeaponMagazines, true];
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};
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if (!GVAR(defaultAssemblyMode)) then {
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// Disable vanilla assembly until FUNC(initVehicle) runs and sets the definite value
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[_csw, "disableWeaponAssembly", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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};
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_csw setDir _tripodDir;
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_csw setPosATL _tripodPos;
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if ((_tripodPos select 2) < 0.5) then {
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@ -34,30 +34,33 @@ if (_configEnabled && {GVAR(ammoHandling) == 2}) then {
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};
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TRACE_2("",local _vehicle,_vehicle turretLocal [0]);
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if (_configEnabled && {_vehicle turretLocal [0]}) then { // if turret is local to us, then handle mags/weapon
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[{
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params ["_vehicle"];
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if (!alive _vehicle) exitWith { TRACE_1("dead/deleted",_vehicle); };
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if (_vehicle turretLocal [0]) then {
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// Assembly mode: [0=disabled, 1=enabled, 2=enabled&unload, 3=default]
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private _assemblyModeIndex = _vehicle getVariable [QGVAR(assemblyMode), 3];
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private _emptyWeapon = _assemblyModeIndex isEqualTo 2;
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private _assemblyMode = [false, true, true, GVAR(defaultAssemblyMode)] select _assemblyModeIndex;
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TRACE_2("turretLocal",_vehicle,_assemblyMode);
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// If turret is local, handle unloading mags and proxy weapons
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if (_configEnabled) then {
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TRACE_2("config enabled",_vehicle,_assemblyMode);
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private _emptyWeapon = _assemblyModeIndex isEqualTo 2;
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[_vehicle, [0], _assemblyMode, _emptyWeapon] call FUNC(proxyWeapon);
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[_vehicle, _assemblyMode, _emptyWeapon] call FUNC(staticWeaponInit_unloadExtraMags);
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}, [_vehicle]] call CBA_fnc_execNextFrame; // need to wait a frame to allow setting object vars during assembly
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if (!_assemblyMode) exitWith {};
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[_vehicle, _emptyWeapon] call FUNC(staticWeaponInit_unloadExtraMags);
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};
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if (_assemblyConfig) then {
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[{
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params ["_vehicle"];
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if (!alive _vehicle) exitWith { TRACE_1("dead/deleted",_vehicle); };
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private _assemblyMode = [false, true, true, GVAR(defaultAssemblyMode)] select (_vehicle getVariable [QGVAR(assemblyMode), 3]);
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TRACE_2("assemblyConfig present",_vehicle,_assemblyMode);
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if (_assemblyMode) then { // Disable vanilla assembly if assemblyMode enabled
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[_vehicle, "disableWeaponAssembly", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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// Disable vanilla assembly if assemblyMode enabled
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// Need to wait to allow setting object vars during assembly, but since this function runs 1 second after vehicle init, it can run immediately
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[_vehicle, "disableWeaponAssembly", QUOTE(ADDON), _assemblyMode] call EFUNC(common,statusEffect_set);
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};
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}, [_vehicle]] call CBA_fnc_execNextFrame; // need to wait a frame to allow setting object vars during assembly
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};
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// Add interactions for players
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@ -5,8 +5,7 @@
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*
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* Arguments:
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* 0: CSW <OBJECT>
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* 1: Using advanced assembly <BOOL>
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* 2: Empty weapon <BOOL>
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* 1: Empty weapon <BOOL>
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*
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* Return Value:
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* None
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@ -17,9 +16,8 @@
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* Public: No
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*/
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params ["_vehicle", "_assemblyMode", "_emptyWeapon"];
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TRACE_3("staticWeaponInit_unloadExtraMags",_vehicle,_assemblyMode,_emptyWeapon);
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if (!_assemblyMode) exitWith {};
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params ["_vehicle", "_emptyWeapon"];
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TRACE_2("staticWeaponInit_unloadExtraMags",_vehicle,_emptyWeapon);
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private _desiredAmmo = getNumber (configOf _vehicle >> QUOTE(ADDON) >> "desiredAmmo");
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private _storeExtraMagazines = GVAR(handleExtraMagazines);
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