Increase max weapon index for large modsets (#5054)

This commit is contained in:
PabstMirror 2017-05-12 13:12:39 -05:00 committed by GitHub
parent b8a6a602f3
commit 0cdb2ce238
13 changed files with 16 additions and 16 deletions

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@ -51,7 +51,7 @@ if (_target isKindOf "CAManBase") then {
} else {
// select no weapon and stop sprinting
_unit action ["SwitchWeapon", _unit, _unit, 99];
_unit action ["SwitchWeapon", _unit, _unit, 299];
[_unit, "AmovPercMstpSnonWnonDnon", 0] call EFUNC(common,doAnimation);
[_unit, "forceWalk", "ACE_dragging", true] call EFUNC(common,statusEffect_set);

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@ -41,14 +41,14 @@ _caller setVariable [QGVAR(treatmentPrevAnimCaller), nil];
private _weaponSelect = (_caller getVariable [QGVAR(selectedWeaponOnTreatment), []]);
if ((_weaponSelect params [["_previousWeapon", ""]]) && {(_previousWeapon != "") && {_previousWeapon in (weapons _caller)}}) then {
for "_index" from 0 to 99 do {
for "_index" from 0 to 299 do {
_caller action ["SwitchWeapon", _caller, _caller, _index];
//Just check weapon, muzzle and mode (ignore ammo in case they were reloading)
if (((weaponState _caller) select [0,3]) isEqualTo (_weaponSelect select [0,3])) exitWith {TRACE_1("Restoring", (weaponState _caller));};
if ((weaponState _caller) isEqualTo ["","","","",0]) exitWith {ERROR("weaponState not found");};
};
} else {
_caller action ["SwitchWeapon", _caller, _caller, 99];
_caller action ["SwitchWeapon", _caller, _caller, 299];
};
{

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@ -41,14 +41,14 @@ _caller setVariable [QGVAR(treatmentPrevAnimCaller), nil];
private _weaponSelect = (_caller getVariable [QGVAR(selectedWeaponOnTreatment), []]);
if ((_weaponSelect params [["_previousWeapon", ""]]) && {(_previousWeapon != "") && {_previousWeapon in (weapons _caller)}}) then {
for "_index" from 0 to 99 do {
for "_index" from 0 to 299 do {
_caller action ["SwitchWeapon", _caller, _caller, _index];
//Just check weapon, muzzle and mode (ignore ammo in case they were reloading)
if (((weaponState _caller) select [0,3]) isEqualTo (_weaponSelect select [0,3])) exitWith {TRACE_1("Restoring", (weaponState _caller));};
if ((weaponState _caller) isEqualTo ["","","","",0]) exitWith {ERROR("weaponState not found");};
};
} else {
_caller action ["SwitchWeapon", _caller, _caller, 99];
_caller action ["SwitchWeapon", _caller, _caller, 299];
};
// Record specific callback

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@ -28,7 +28,7 @@
#define REARM_HOLSTER_WEAPON \
_unit setVariable [QGVAR(selectedWeaponOnRearm), currentWeapon _unit]; \
_unit action ["SwitchWeapon", _unit, _unit, 99];
_unit action ["SwitchWeapon", _unit, _unit, 299];
#define REARM_UNHOLSTER_WEAPON \
_weaponSelect = _unit getVariable QGVAR(selectedWeaponOnRearm); \

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@ -23,7 +23,7 @@
#define REFUEL_HOLSTER_WEAPON \
_unit setVariable [QGVAR(selectedWeaponOnRefuel), currentWeapon _unit]; \
_unit call EFUNC(common,fixLoweredRifleAnimation); \
_unit action ["SwitchWeapon", _unit, _unit, 99];
_unit action ["SwitchWeapon", _unit, _unit, 299];
#define REFUEL_UNHOLSTER_WEAPON \
_weaponSelect = _unit getVariable QGVAR(selectedWeaponOnRefuel); \

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@ -40,7 +40,7 @@ _weaponSelect = (_caller getVariable [QGVAR(selectedWeaponOnrepair), ""]);
if (_weaponSelect != "") then {
_caller selectWeapon _weaponSelect;
} else {
_caller action ["SwitchWeapon", _caller, _caller, 99];
_caller action ["SwitchWeapon", _caller, _caller, 299];
};
{

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@ -40,7 +40,7 @@ _weaponSelect = (_caller getVariable [QGVAR(selectedWeaponOnrepair), ""]);
if (_weaponSelect != "") then {
_caller selectWeapon _weaponSelect;
} else {
_caller action ["SwitchWeapon", _caller, _caller, 99];
_caller action ["SwitchWeapon", _caller, _caller, 299];
};
//Unclaim repair objects:

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@ -44,7 +44,7 @@ if (!isNil "_activeWeaponAndMuzzle") then {
private _index = 0;
while {
_index < 100 && {currentWeaponMode _unit != _activeWeaponMode}
_index < 299 && {currentWeaponMode _unit != _activeWeaponMode}
} do {
_unit action ["SwitchWeapon", _unit, _unit, _index];
_index = _index + 1;

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@ -56,7 +56,7 @@ if (inputAction "nextWeapon" > 0) then {
// switch to last mode
_index = 0;
while {
_index < 100 && {currentMuzzle _unit != _weapon || {currentWeaponMode _unit != _mode}}
_index < 299 && {currentMuzzle _unit != _weapon || {currentWeaponMode _unit != _mode}}
} do {
_unit action ["SwitchWeapon", _unit, _unit, _index];
_index = _index + 1;

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@ -19,4 +19,4 @@ params ["_unit"];
_unit call EFUNC(common,fixLoweredRifleAnimation);
_unit action ["SwitchWeapon", _unit, _unit, 99];
_unit action ["SwitchWeapon", _unit, _unit, 299];

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@ -42,7 +42,7 @@ private _mode = _modes select _index;
_index = 0;
while {
_index < 100 && {currentMuzzle _unit != _muzzle || {currentWeaponMode _unit != _mode}}
_index < 299 && {currentMuzzle _unit != _muzzle || {currentWeaponMode _unit != _mode}}
} do {
_unit action ["SwitchWeapon", _unit, _unit, _index];
_index = _index + 1;

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@ -42,7 +42,7 @@ private _muzzle = _muzzles select _index;
_index = 0;
while {
_index < 100 && {currentMuzzle _unit != _muzzle}
_index < 299 && {currentMuzzle _unit != _muzzle}
} do {
_unit action ["SwitchWeapon", _unit, _unit, _index];
_index = _index + 1;

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@ -31,7 +31,7 @@ if (_turret isEqualTo [] && {_unit == driver _vehicle}) then {
_index = 0;
while {
_index < 100 && {currentWeapon _vehicle != _weapon}
_index < 299 && {currentWeapon _vehicle != _weapon}
} do {
_unit action ["SwitchWeapon", _vehicle, _unit, _index];
_index = _index + 1;
@ -46,7 +46,7 @@ if (_turret isEqualTo [] && {_unit == driver _vehicle}) then {
_index = 0;
while {
_index < 100 && {_vehicle currentWeaponTurret _turret != _weapon}
_index < 299 && {_vehicle currentWeaponTurret _turret != _weapon}
} do {
_unit action ["SwitchWeapon", _vehicle, _unit, _index];
_index = _index + 1;