mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
Merge branch 'master' into Medical_Dragging
This commit is contained in:
commit
1aa2425c1e
@ -53,6 +53,7 @@ _perFrameFunction = {
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_elapsedTime = time - _startTime;
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_errorCode = -1;
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// this does not check: target fell unconscious, target died, target moved inside vehicle / left vehicle, target moved outside of players range, target moves at all.
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if (isNull (uiNamespace getVariable [QGVAR(ctrlProgressBar), controlNull])) then {
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_errorCode = 1;
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} else {
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@ -13,8 +13,10 @@ if (_unit getVariable [QGVAR(isDragging), false]) then {
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private "_draggedObject";
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_draggedObject = _unit getVariable [QGVAR(draggedObject), objNull];
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if (!isNull _draggedObject) then {
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[_unit, _draggedObject] call FUNC(dropObject);
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};
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};
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};
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@ -25,7 +27,9 @@ if (_unit getVariable [QGVAR(isCarrying), false]) then {
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private "_carriedObject";
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_carriedObject = _unit getVariable [QGVAR(carriedObject), objNull];
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if (!isNull _carriedObject) then {
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[_unit, _carriedObject] call FUNC(dropObject_carry);
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};
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};
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};
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@ -48,8 +48,8 @@ if (_type in _initializedClasses) exitWith {};
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_initializedClasses pushBack _type;
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GVAR(initializedClasses_carry) = _initializedClasses;
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_carryAction = [QGVAR(drag), localize "STR_ACE_Dragging_Carry", "", {[_player, _target] call FUNC(carryObject)}, {[_player, _target] call FUNC(canCarry)}] call EFUNC(interact_menu,createAction);
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_dropAction = [QGVAR(drop), localize "STR_ACE_Dragging_Drop", "", {[_player, _target] call FUNC(dropObject_carry)}, {[_player, _target] call FUNC(canDrop_carry)}] call EFUNC(interact_menu,createAction);
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_carryAction = [QGVAR(carry), localize "STR_ACE_Dragging_Carry", "", {[_player, _target] call FUNC(carryObject)}, {[_player, _target] call FUNC(canCarry)}] call EFUNC(interact_menu,createAction);
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_dropAction = [QGVAR(drop_carry), localize "STR_ACE_Dragging_Drop", "", {[_player, _target] call FUNC(dropObject_carry)}, {[_player, _target] call FUNC(canDrop_carry)}] call EFUNC(interact_menu,createAction);
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[_type, 0, ["ACE_MainActions"], _carryAction] call EFUNC(interact_menu,addActionToClass);
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[_type, 0, ["ACE_MainActions"], _dropAction] call EFUNC(interact_menu,addActionToClass);
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[_type, 0, [], _dropAction] call EFUNC(interact_menu,addActionToClass);
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@ -52,4 +52,4 @@ _dragAction = [QGVAR(drag), localize "STR_ACE_Dragging_Drag", "", {[_player, _ta
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_dropAction = [QGVAR(drop), localize "STR_ACE_Dragging_Drop", "", {[_player, _target] call FUNC(dropObject)}, {[_player, _target] call FUNC(canDrop)}] call EFUNC(interact_menu,createAction);
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[_type, 0, ["ACE_MainActions"], _dragAction] call EFUNC(interact_menu,addActionToClass);
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[_type, 0, ["ACE_MainActions"], _dropAction] call EFUNC(interact_menu,addActionToClass);
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[_type, 0, [], _dropAction] call EFUNC(interact_menu,addActionToClass);
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@ -40,4 +40,7 @@ _unit selectWeapon primaryWeapon _unit;
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// can't play action that depends on weapon if it was added the same frame
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[{_this playActionNow "grabDrag";}, _unit] call EFUNC(common,execNextFrame);
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// prevents draging and carrying at the same time
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_unit setVariable [QGVAR(isDragging), true, true];
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[FUNC(startDragPFH), 0.2, [_unit, _target, time + 5]] call CBA_fnc_addPerFrameHandler;
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@ -10,6 +10,17 @@ _timeOut = _this select 0 select 2;
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// timeout. Do nothing. Quit. time, because anim length is linked to ingame time.
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if (time > _timeOut) exitWith {
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[_this select 1] call CBA_fnc_removePerFrameHandler;
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// drop if in timeout
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private "_draggedObject";
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_draggedObject = _unit getVariable [QGVAR(draggedObject), objNull];
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if (!isNull _draggedObject) exitWith {
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[_unit, _draggedObject] call FUNC(dropObject);
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};
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// re-enable everything
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_unit setVariable [QGVAR(isDragging), false, true];
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};
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// unit is ready to start dragging
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1
addons/reloadlaunchers/$PBOPREFIX$
Normal file
1
addons/reloadlaunchers/$PBOPREFIX$
Normal file
@ -0,0 +1 @@
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z\ace\addons\reloadlaunchers
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12
addons/reloadlaunchers/CfgEventHandlers.hpp
Normal file
12
addons/reloadlaunchers/CfgEventHandlers.hpp
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@ -0,0 +1,12 @@
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class Extended_PreInit_EventHandlers {
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class ADDON {
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init = QUOTE(call COMPILE_FILE(XEH_preInit));
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};
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};
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class Extended_PostInit_EventHandlers {
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class ADDON {
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init = QUOTE(call COMPILE_FILE(XEH_postInit));
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};
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};
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15
addons/reloadlaunchers/CfgVehicles.hpp
Normal file
15
addons/reloadlaunchers/CfgVehicles.hpp
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@ -0,0 +1,15 @@
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class CfgVehicles {
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class Man;
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class CAManBase: Man {
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class ACE_Actions {
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class GVAR(ReloadLauncher) {
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displayName = "$STR_ACE_ReloadLaunchers_LoadLauncher";
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selection = "launcher";
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distance = 4;
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condition = "";
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insertChildren = QUOTE(_this call FUNC(addMissileReloadActions));
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};
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};
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};
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};
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11
addons/reloadlaunchers/CfgWeapons.hpp
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11
addons/reloadlaunchers/CfgWeapons.hpp
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@ -0,0 +1,11 @@
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class CfgWeapons {
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class Launcher_Base_F;
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class launch_Titan_base: Launcher_Base_F {
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GVAR(enabled) = 1;
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};
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class launch_RPG32_F: Launcher_Base_F {
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GVAR(enabled) = 1;
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};
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};
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4
addons/reloadlaunchers/XEH_postInit.sqf
Normal file
4
addons/reloadlaunchers/XEH_postInit.sqf
Normal file
@ -0,0 +1,4 @@
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// by commy2
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#include "script_component.hpp"
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["reloadLauncher", {_this call DFUNC(reloadLauncher)}] call EFUNC(common,addEventhandler);
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11
addons/reloadlaunchers/XEH_preInit.sqf
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11
addons/reloadlaunchers/XEH_preInit.sqf
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@ -0,0 +1,11 @@
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#include "script_component.hpp"
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ADDON = false;
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PREP(addMissileReloadActions);
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PREP(canLoad);
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PREP(getLoadableMissiles);
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PREP(load);
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PREP(reloadLauncher);
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ADDON = true;
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18
addons/reloadlaunchers/config.cpp
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18
addons/reloadlaunchers/config.cpp
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@ -0,0 +1,18 @@
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#include "script_component.hpp"
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class CfgPatches {
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class ADDON {
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units[] = {};
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weapons[] = {};
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requiredVersion = REQUIRED_VERSION;
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requiredAddons[] = {"ace_common","ace_interaction","ace_interact_menu"};
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author[] = {""};
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authorUrl = "";
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VERSION_CONFIG;
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};
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};
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#include "CfgEventHandlers.hpp"
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#include "CfgVehicles.hpp"
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#include "CfgWeapons.hpp"
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@ -0,0 +1,48 @@
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/*
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* Author: commy2
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* Create one action per reloadable missile
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*
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* Argument:
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* 1: Player (Object)
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* 0: Target (Object)
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* 2: Parameters ??? (Array)
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*
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* Return value:
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* Children actions (Array)
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*
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*/
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#include "script_component.hpp"
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private ["_unit", "_target", "_parameters"];
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_unit = _this select 1;
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_target = _this select 0;
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_parameters = _this select 2; // ???
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private ["_actions", "_weapon", "_loadableMissiles"];
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_actions = [];
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_weapon = secondaryWeapon _target;
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_loadableMissiles = [_unit, _weapon] call FUNC(getLoadableMissiles);
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{
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private ["_name", "_displayName", "_statement", "_condition", "_action"];
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_name = format [QGVAR(Missile_%1), _x];
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_displayName = format [localize "STR_ACE_ReloadLaunchers_LoadMagazine", getText (configFile >> "CfgMagazines" >> _x >> "displayName")];
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_statement = {
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(_this select 2) call DFUNC(load);
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};
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_condition = {
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(_this select 2) call DFUNC(canLoad)
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};
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_action = [_name, _displayName, "", _statement, _condition, {}, [_unit, _target, _weapon, _x], "", 4] call EFUNC(interact_menu,createAction);
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_actions pushBack [_action, [], _unit];
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} forEach _loadableMissiles;
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_actions
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41
addons/reloadlaunchers/functions/fnc_canLoad.sqf
Normal file
41
addons/reloadlaunchers/functions/fnc_canLoad.sqf
Normal file
@ -0,0 +1,41 @@
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/*
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* Author: commy2
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*
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* Check of the unit can reload the launcher of target unit.
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*
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* Argument:
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* 0: Unit to do the reloading (Object)
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* 1: Unit eqipped with launcher (Object)
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* 2: weapon name (String)
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* 3: missile name (String)
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*
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* Return value:
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* NONE
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*/
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#include "script_component.hpp"
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private ["_unit", "_target", "_weapon", "_magazine"];
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_unit = _this select 0;
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_target = _this select 1;
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_weapon = _this select 2;
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_magazine = _this select 3;
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if (!alive _target) exitWith {false};
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if (vehicle _target != _target) exitWith {false};
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if !([_unit, _target, []] call EFUNC(common,canInteractWith)) exitWith {false};
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// target is awake
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if (_target getVariable ["ACE_isUnconscious", false]) exitWith {false};
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// has secondary weapon equipped
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if !(_weapon in weapons _target) exitWith {false};
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// check if the target really needs to be reloaded
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if (count secondaryWeaponMagazine _target > 0) exitWith {false};
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// check if the launcher is compatible
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if (getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(enabled)) == 0) exitWith {false};
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// check if the magazine compatible with targets launcher
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_magazine in ([_unit, _weapon] call FUNC(getLoadableMissiles))
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28
addons/reloadlaunchers/functions/fnc_getLoadableMissiles.sqf
Normal file
28
addons/reloadlaunchers/functions/fnc_getLoadableMissiles.sqf
Normal file
@ -0,0 +1,28 @@
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/*
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* Author: commy2
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*
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* Return all magazine types from reloaders inventory that are compatible with given weapon.
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*
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* Argument:
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* 0: Unit to to the reload (Object)
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* 1: A launcher (String)
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*
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* Return value:
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* Reloable magazines (Array)
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*/
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#include "script_component.hpp"
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private ["_unit", "_weapon"];
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_unit = _this select 0;
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_weapon = _this select 1;
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// get available magazines of reloader, Note: "magazines" does not include currently loaded magazines
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private "_magazines";
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_magazines = magazines _unit;
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// case sensitvity
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_magazines = [_magazines, {toLower _this}] call EFUNC(common,map);
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// get reloaders magazine types compatible with targets launcher. No duplicates.
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[getArray (configFile >> "CfgWeapons" >> _weapon >> "magazines"), {toLower _this in _magazines}] call EFUNC(common,filter)
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48
addons/reloadlaunchers/functions/fnc_load.sqf
Normal file
48
addons/reloadlaunchers/functions/fnc_load.sqf
Normal file
@ -0,0 +1,48 @@
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/*
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* Author: commy2
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*
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* Reload a launcher
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*
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* Argument:
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* 0: Unit with magazine (Object)
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* 1: Unit with launcher (Object)
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* 2: weapon name (String)
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* 3: missile name (String)
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*
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* Return value:
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* NONE
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*/
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#include "script_component.hpp"
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private ["_unit", "_target", "_weapon", "_magazine"];
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_unit = _this select 0;
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_target = _this select 1;
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_weapon = _this select 2;
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_magazine = _this select 3;
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private "_reloadTime";
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_reloadTime = getNumber (configFile >> "CfgWeapons" >> _weapon >> "magazineReloadTime");
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// do animation
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[_unit] call EFUNC(common,goKneeling);
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// show progress bar
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private ["_onSuccess", "_onFailure", "_condition"];
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_onSuccess = {
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(_this select 0 select 0) removeMagazine (_this select 0 select 3);
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["reloadLauncher", _this select 0 select 0, _this select 0] call DEFUNC(common,targetEvent);
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[localize "STR_ACE_ReloadLaunchers_LauncherLoaded"] call DEFUNC(common,displayTextStructured);
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};
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_onFailure = {
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[localize "STR_ACE_Common_ActionAborted"] call DEFUNC(common,displayTextStructured);
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};
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_condition = {
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(_this select 0) call DFUNC(canLoad) && {(_this select 0 select 0) distance (_this select 0 select 1) < 4}
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};
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[_reloadTime, [_unit, _target, _weapon, _magazine], _onSuccess, _onFailure, localize "STR_ACE_ReloadLaunchers_LoadingLauncher", _condition] call EFUNC(common,progressBar);
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30
addons/reloadlaunchers/functions/fnc_reloadLauncher.sqf
Normal file
30
addons/reloadlaunchers/functions/fnc_reloadLauncher.sqf
Normal file
@ -0,0 +1,30 @@
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/*
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* Author: commy2
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*
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* Reload a launcher
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*
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* Argument:
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* 0: Unit to do the reloading (Object)
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* 1: Target to rload (Object)
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* 2: weapon name (String)
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* 3: missile name (String)
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*
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* Return value:
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* NONE
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*/
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#include "script_component.hpp"
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private ["_unit", "_weapon", "_magazine"];
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_unit = _this select 0;
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_target = _this select 1;
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_weapon = _this select 2;
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_magazine = _this select 3;
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_target selectWeapon _weapon;
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if (currentWeapon _target != _weapon) exitWith {};
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if (currentMagazine _target != "") exitWith {};
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// command is wip, reload time for launchers is not intended.
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_target addWeaponItem [_weapon, _magazine];
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1
addons/reloadlaunchers/functions/script_component.hpp
Normal file
1
addons/reloadlaunchers/functions/script_component.hpp
Normal file
@ -0,0 +1 @@
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#include "\z\ace\addons\reloadlaunchers\script_component.hpp"
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12
addons/reloadlaunchers/script_component.hpp
Normal file
12
addons/reloadlaunchers/script_component.hpp
Normal file
@ -0,0 +1,12 @@
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#define COMPONENT reloadlaunchers
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#include "\z\ace\addons\main\script_mod.hpp"
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#ifdef DEBUG_ENABLED_RELOADLAUNCHERS
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#define DEBUG_MODE_FULL
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#endif
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#ifdef DEBUG_ENABLED_RELOADLAUNCHERS
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#define DEBUG_SETTINGS DEBUG_ENABLED_RELOADLAUNCHERS
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#endif
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#include "\z\ace\addons\main\script_macros.hpp"
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24
addons/reloadlaunchers/stringtable.xml
Normal file
24
addons/reloadlaunchers/stringtable.xml
Normal file
@ -0,0 +1,24 @@
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<?xml version="1.0" encoding="utf-8"?>
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<!-- Edited with tabler - 2014-12-16 -->
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<Project name="ACE">
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<Package name="ReloadLaunchers">
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<Key ID="STR_ACE_ReloadLaunchers_LoadLauncher">
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<English>Load launcher</English>
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<German>Panzerabwehr laden</German>
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</Key>
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<Key ID="STR_ACE_ReloadLaunchers_LoadingLauncher">
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<English>Loading launcher ...</English>
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<German>Panzerabwehr wird geladen ...</German>
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</Key>
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<Key ID="STR_ACE_ReloadLaunchers_LauncherLoaded">
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<English>Launcher loaded</English>
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<German>Panzerabwehr geladen</German>
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</Key>
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<Key ID="STR_ACE_ReloadLaunchers_LoadMagazine">
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<English>Load %1</English>
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<German>Lade %1</German>
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</Key>
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</Package>
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</Project>
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