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Add persistent laserpointer (#5821)
* Add persistent laser * Fix init in favour of CBA Settings one
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@ -165,6 +165,7 @@ PREP(statusEffect_sendEffects);
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PREP(statusEffect_set);
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PREP(stringCompare);
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PREP(stringToColoredText);
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PREP(switchPersistentLaser);
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PREP(switchToGroupSide);
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PREP(throttledPublicVariable);
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PREP(toBin);
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@ -40,4 +40,14 @@ isHC = !hasInterface && !isDedicated; // deprecated because no tag
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missionNamespace setVariable ["ACE_isHC", ACE_isHC];
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uiNamespace setVariable ["ACE_isHC", ACE_isHC];
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[
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QGVAR(persistentLaserEnabled),
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"CHECKBOX",
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[localize LSTRING(SettingPersistentLaserName), localize LSTRING(SettingPersistentLaserDesc)],
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localize LSTRING(ACEKeybindCategoryWeapons),
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false,
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false,
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LINKFUNC(switchPersistentLaser)
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] call CBA_settings_fnc_init;
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ADDON = true;
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65
addons/common/functions/fnc_switchPersistentLaser.sqf
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65
addons/common/functions/fnc_switchPersistentLaser.sqf
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@ -0,0 +1,65 @@
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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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#include "script_component.hpp"
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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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["weapon", GVAR(laserWeaponEH)] call CBA_fnc_removePlayerEventHandler;
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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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};
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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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if (sunOrMoon > 0.5) exitWith {};
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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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GVAR(laserWeaponEH) = ["weapon", _laserEH] call CBA_fnc_addPlayerEventHandler;
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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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@ -623,6 +623,14 @@
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<Chinese>設定ACE提示文字的顏色。若提示字體並無指定其他顏色,將會自動選用ACE系統的預設顏色。</Chinese>
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<Chinesesimp>设定ACE提示文字的颜色。若提示字体并无指定其他颜色,将会自动选用ACE系统的预设颜色。</Chinesesimp>
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</Key>
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<Key ID="STR_ACE_Common_SettingPersistentLaserName">
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<English>Persistent weapon laserpointer/flashlight</English>
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<Russian>Автоматический ЛЦУ/тактический фонарь</Russian>
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</Key>
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<Key ID="STR_ACE_Common_SettingPersistentLaserDesc">
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<English>Enable gunlight after weapon switch or vehicle enter/exit if it was previously enabled.</English>
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<Russian>Включать ЛЦУ/тактический фонарь после смены оружия или входа/выхода из машины, если он был до этого включен.</Russian>
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</Key>
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<Key ID="STR_ACE_Common_bananaDisplayName">
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<English>Banana</English>
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<German>Banane</German>
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