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https://github.com/acemod/ACE3.git
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Code cleanup of Safemode module
This commit is contained in:
@ -2,7 +2,6 @@
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ADDON = false;
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ADDON = false;
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PREP(firstMode);
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PREP(lockSafety);
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PREP(lockSafety);
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PREP(playChangeFiremodeSound);
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PREP(playChangeFiremodeSound);
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PREP(setSafeModeVisual);
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PREP(setSafeModeVisual);
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@ -1,9 +0,0 @@
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// by commy2
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#include "script_component.hpp"
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PARAMS_1(_weapon);
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private ["_mode"];
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_mode = getArray (configFile >> "CfgWeapons" >> _weapon >> "modes") select 0;
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[_mode, _weapon] select (_mode == "this")
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@ -1,12 +1,29 @@
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// by commy2
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/*
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* Author: commy2
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* Put weapon on safety, or take it off safety if safety is already put on.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Weapon <STRING>
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* 2: Muzzle <STRING>
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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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* [ACE_player, currentWeapon ACE_player, currentMuzzle ACE_player] call ace_safemode_fnc_lockSafety
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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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#include "script_component.hpp"
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PARAMS_3(_unit,_weapon,_muzzle);
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// don't immediately switch back
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// don't immediately switch back
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if (inputAction "nextWeapon" > 0) exitWith {};
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if (inputAction "nextWeapon" > 0) exitWith {};
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private ["_safedWeapons"];
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private ["_safedWeapons", "_condition", "_statement", "_id", "_picture"];
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params ["_unit", "_weapon", "_muzzle"];
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_safedWeapons = _unit getVariable [QGVAR(safedWeapons), []];
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_safedWeapons = _unit getVariable [QGVAR(safedWeapons), []];
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if (_weapon in _safedWeapons) exitWith {
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if (_weapon in _safedWeapons) exitWith {
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@ -18,15 +35,14 @@ _safedWeapons pushBack _weapon;
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_unit setVariable [QGVAR(safedWeapons), _safedWeapons];
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_unit setVariable [QGVAR(safedWeapons), _safedWeapons];
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if (_unit getVariable [QGVAR(actionID), -1] == -1) then {
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if (_unit getVariable [QGVAR(actionID), -1] == -1) then {
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private ["_condition", "_statement", "_id"];
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_condition = {
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_condition = {
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params ["", "_caller"];
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if (
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if (
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[_this select 1] call EFUNC(common,canUseWeapon)
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[_caller] call EFUNC(common,canUseWeapon)
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&& {
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&& {
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if (currentMuzzle (_this select 1) in ((_this select 1) getVariable [QGVAR(safedWeapons), []])) then {
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if (currentMuzzle _caller in (_caller getVariable [QGVAR(safedWeapons), []])) then {
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if (inputAction "nextWeapon" > 0) exitWith {
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if (inputAction "nextWeapon" > 0) exitWith {
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[_this select 1, currentWeapon (_this select 1), currentMuzzle (_this select 1)] call FUNC(unlockSafety);
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[_this select 1, currentWeapon _caller, currentMuzzle _caller] call FUNC(unlockSafety);
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false
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false
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};
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};
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true
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true
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@ -44,7 +60,8 @@ if (_unit getVariable [QGVAR(actionID), -1] == -1) then {
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};
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};
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_statement = {
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_statement = {
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[_this select 1, currentWeapon (_this select 1), currentMuzzle (_this select 1)] call FUNC(unlockSafety);
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params ["", "_caller"];
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[_caller, currentWeapon _caller, currentMuzzle _caller] call FUNC(unlockSafety);
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};
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};
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//_id = [_unit, format ["<t color=""#FFFF00"" >%1</t>", localize LSTRING(TakeOffSafety)], "DefaultAction", _condition, {}, {true}, _statement, 10] call EFUNC(common,addActionMenuEventHandler);
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//_id = [_unit, format ["<t color=""#FFFF00"" >%1</t>", localize LSTRING(TakeOffSafety)], "DefaultAction", _condition, {}, {true}, _statement, 10] call EFUNC(common,addActionMenuEventHandler);
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@ -54,12 +71,11 @@ if (_unit getVariable [QGVAR(actionID), -1] == -1) then {
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};
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};
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if ((typeName _muzzle) == (typeName "")) then {
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if ((typeName _muzzle) == (typeName "")) then {
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_unit selectWeapon _muzzle;//_weapon
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_unit selectWeapon _muzzle; //_weapon
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};
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};
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// play fire mode selector sound
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// play fire mode selector sound
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[_unit, _weapon, _muzzle] call FUNC(playChangeFiremodeSound);
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[_unit, _weapon, _muzzle] call FUNC(playChangeFiremodeSound);
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private "_picture";
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_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
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_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
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[localize LSTRING(PutOnSafety), _picture] call EFUNC(common,displayTextPicture);
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[localize LSTRING(PutOnSafety), _picture] call EFUNC(common,displayTextPicture);
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@ -1,9 +1,25 @@
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// by commy2
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/*
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* Author: commy2
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* Play weapon firemode change sound.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Weapon <STRING>
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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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* [ACE_player, currentWeapon ACE_player] call ace_safemode_fnc_playChangeFiremodeSound
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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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#include "script_component.hpp"
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PARAMS_2(_unit,_weapon);
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private ["_sound", "_position", "_soundCount"];
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params ["_unit", "_weapon"];
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private ["_sound"];
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_sound = getArray (configFile >> "CfgWeapons" >> _weapon >> "changeFiremodeSound");
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_sound = getArray (configFile >> "CfgWeapons" >> _weapon >> "changeFiremodeSound");
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if (count _sound == 0) exitWith {
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if (count _sound == 0) exitWith {
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@ -16,12 +32,13 @@ if ({(toLower (_sound select 0) find _x == (count toArray (_sound select 0) - co
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};
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};
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// add default volume, pitch and distance
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// add default volume, pitch and distance
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if (count _sound < 2) then {_sound pushBack 1};
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_soundCount = count _sound;
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if (count _sound < 3) then {_sound pushBack 1};
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if (_soundCount < 2) then {_sound pushBack 1};
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if (count _sound < 4) then {_sound pushBack 0};
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if (_soundCount < 3) then {_sound pushBack 1};
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if (_soundCount < 4) then {_sound pushBack 0};
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private "_position";
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_position = _unit modelToWorldVisual (_unit selectionPosition "RightHand");
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_position = _unit modelToWorldVisual (_unit selectionPosition "RightHand");
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_position set [2, (_position select 2) + ((getPosASLW _unit select 2) - (getPosATL _unit select 2) max 0)];
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_position set [2, (_position select 2) + ((getPosASLW _unit select 2) - (getPosATL _unit select 2) max 0)];
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playSound3D [_sound select 0, objNull, false, _position, _sound select 1, _sound select 2, _sound select 3];
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_sound params ["_filename", "_volume", "_soundPitch", "_distance"]
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playSound3D [_filename, objNull, false, _position, _volume, _soundPitch, _distance];
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@ -1,17 +1,31 @@
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// by commy2
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/*
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* Author: commy2
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* Show firemode indicator, representing safety lock
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*
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* Arguments:
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* 0: Show firemode <BOOL>
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*
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* Return Value:
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*
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*
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* Example:
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* [true] call ace_safemode_fnc_setSafeModeVisual
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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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#include "script_component.hpp"
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PARAMS_1(_show);
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private ["_control", "_config"];
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params ["_show"];
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disableSerialization;
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disableSerialization;
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private ["_control"];
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_control = (uiNamespace getVariable ["ACE_dlgSoldier", displayNull]) displayCtrl 187;
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_control = (uiNamespace getVariable ["ACE_dlgSoldier", displayNull]) displayCtrl 187;
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if (isNull _control) exitWith {};
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if (isNull _control) exitWith {};
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if (_show) then {
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if (_show) then {
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private "_config";
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_config = configFile >> "RscInGameUI" >> "RscUnitInfoSoldier" >> "WeaponInfoControlsGroupLeft" >> "controls" >> "CA_ModeTexture";
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_config = configFile >> "RscInGameUI" >> "RscUnitInfoSoldier" >> "WeaponInfoControlsGroupLeft" >> "controls" >> "CA_ModeTexture";
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_control ctrlSetPosition [getNumber (_config >> "x"), getNumber (_config >> "y"), getNumber (_config >> "w"), getNumber (_config >> "h")];
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_control ctrlSetPosition [getNumber (_config >> "x"), getNumber (_config >> "y"), getNumber (_config >> "w"), getNumber (_config >> "h")];
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@ -1,9 +1,26 @@
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// by commy2
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/*
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* Author: commy2
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* Take weapon of safety lock.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Weapon <STRING>
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* 2: Muzzle <STRING>
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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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* [ACE_player, currentWeapon ACE_player, currentMuzzle ACE_player] call ace_safemode_fnc_unlockSafety
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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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#include "script_component.hpp"
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PARAMS_3(_unit,_weapon,_muzzle);
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private ["_safedWeapons", "_id", "_picture"];
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params ["_unit", "_weapon", "_muzzle"];
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private ["_safedWeapons"];
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_safedWeapons = _unit getVariable [QGVAR(safedWeapons), []];
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_safedWeapons = _unit getVariable [QGVAR(safedWeapons), []];
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if (_weapon in _safedWeapons) then {
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if (_weapon in _safedWeapons) then {
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@ -12,7 +29,6 @@ if (_weapon in _safedWeapons) then {
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_unit setVariable [QGVAR(safedWeapons), _safedWeapons];
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_unit setVariable [QGVAR(safedWeapons), _safedWeapons];
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if (count _safedWeapons == 0) then {
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if (count _safedWeapons == 0) then {
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private "_id";
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_id = _unit getVariable [QGVAR(actionID), -1];
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_id = _unit getVariable [QGVAR(actionID), -1];
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//[_unit, "DefaultAction", _id] call EFUNC(common,removeActionMenuEventHandler);
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//[_unit, "DefaultAction", _id] call EFUNC(common,removeActionMenuEventHandler);
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@ -36,7 +52,8 @@ if (inputAction "nextWeapon" > 0) then {
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if (_x == "this") then {
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if (_x == "this") then {
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_modes pushBack _weapon;
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_modes pushBack _weapon;
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};
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};
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} forEach getArray (configfile >> "CfgWeapons" >> _weapon >> "modes");
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nil
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} count getArray (configfile >> "CfgWeapons" >> _weapon >> "modes");
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// select last mode
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// select last mode
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_mode = _modes select (count _modes - 1);
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_mode = _modes select (count _modes - 1);
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@ -57,6 +74,5 @@ if (inputAction "nextWeapon" > 0) then {
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// player hud
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// player hud
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[true] call FUNC(setSafeModeVisual);
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[true] call FUNC(setSafeModeVisual);
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private "_picture";
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_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
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_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
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[localize LSTRING(TookOffSafety), _picture] call EFUNC(common,displayTextPicture);
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[localize LSTRING(TookOffSafety), _picture] call EFUNC(common,displayTextPicture);
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