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port weapon select
This commit is contained in:
parent
e216a33574
commit
7a6d0eefe3
@ -1,49 +0,0 @@
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// by CAA-Picard, commy2
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AGM_WeaponSelect_CurrentGrenadeMuzzleIsFrag = true;
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AGM_WeaponSelect_CurrentGrenadeMuzzleFrag = "";
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AGM_WeaponSelect_CurrentGrenadeMuzzleOther = "";
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// Collect frag and other muzzles separately
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with uiNamespace do {
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if (isNil "AGM_WeaponSelect_FragMuzzles") then {
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AGM_WeaponSelect_FragMuzzles = [];
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AGM_WeaponSelect_NonFragMuzzles = [];
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AGM_WeaponSelect_AllMuzzles = [];
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AGM_WeaponSelect_FragMagazines = [];
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AGM_WeaponSelect_NonFragMagazines = [];
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AGM_WeaponSelect_AllMagazines = [];
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{
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_magazines = getArray (configFile >> "CfgWeapons" >> "Throw" >> _x >> "magazines");
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_magazine = _magazines select 0;
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_ammo = getText (configfile >> "CfgMagazines" >> _magazine >> "ammo");
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_explosive = getNumber (configfile >> "CfgAmmo" >> _ammo >> "explosive");
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if (_explosive == 0) then {
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AGM_WeaponSelect_NonFragMuzzles pushBack _x;
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AGM_WeaponSelect_NonFragMagazines pushBack _magazines;
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} else {
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AGM_WeaponSelect_FragMuzzles pushBack _x;
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AGM_WeaponSelect_FragMagazines pushBack _magazines;
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};
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AGM_WeaponSelect_AllMuzzles pushBack _x;
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AGM_WeaponSelect_AllMagazines pushBack _magazines;
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} forEach getArray (configfile >> "CfgWeapons" >> "Throw" >> "muzzles");
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};
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};
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AGM_WeaponSelect_FragMuzzles = uiNamespace getVariable "AGM_WeaponSelect_FragMuzzles";
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AGM_WeaponSelect_NonFragMuzzles = uiNamespace getVariable "AGM_WeaponSelect_NonFragMuzzles";
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AGM_WeaponSelect_AllMuzzles = uiNamespace getVariable "AGM_WeaponSelect_AllMuzzles";
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AGM_WeaponSelect_FragMagazines = uiNamespace getVariable "AGM_WeaponSelect_FragMagazines";
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AGM_WeaponSelect_NonFragMagazines = uiNamespace getVariable "AGM_WeaponSelect_NonFragMagazines";
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AGM_WeaponSelect_AllMagazines = uiNamespace getVariable "AGM_WeaponSelect_AllMagazines";
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//AGM_WeaponSelect_AllMuzzlesCount = count AGM_WeaponSelect_AllMuzzles;
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// hide grenade count if none is selected
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[uiNamespace getVariable "AGM_dlgSoldier", false] call AGM_WeaponSelect_fnc_toggleGrenadeCount;
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["Soldier", {[_this select 0, call AGM_WeaponSelect_fnc_getSelectedGrenade != ""] call AGM_WeaponSelect_fnc_toggleGrenadeCount}] call AGM_Core_fnc_addInfoDisplayEventHandler; //@todo addEventHandler infoDisplayChanged with select 1 == "Soldier"
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@ -1,234 +0,0 @@
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class CfgPatches {
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class AGM_WeaponSelect {
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units[] = {};
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weapons[] = {};
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requiredVersion = 0.60;
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requiredAddons[] = {AGM_Core};
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version = "0.95";
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versionStr = "0.95";
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versionAr[] = {0,95,0};
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author[] = {"commy2", "KoffeinFlummi", "CAA-Picard"};
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authorUrl = "https://github.com/commy2/";
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};
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};
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class CfgFunctions {
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class AGM_WeaponSelect {
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class AGM_WeaponSelect {
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file = "\AGM_WeaponSelect\functions";
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class actionThrow;
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class actionThrowCondition;
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class countMagazinesForGrenadeMuzzle;
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class displayGrenadeTypeAndNumber;
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class findNextGrenadeMagazine;
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class findNextGrenadeMuzzle;
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class fireSmokeLauncher;
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class getSelectedGrenade;
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class getWeaponModes;
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class getWeaponMuzzles;
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class playChangeFiremodeSound;
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class putWeaponAway;
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class selectGrenadeAll;
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class selectGrenadeFrag;
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class selectGrenadeOther;
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class selectWeaponMode;
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class selectWeaponMuzzle;
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class selectWeaponVehicle;
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class selectMagazineVehicle;
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class setNextGrenadeMuzzle;
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class throwGrenade;
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class toggleGrenadeCount;
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};
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};
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};
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class Extended_PostInit_EventHandlers {
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class AGM_WeaponSelect {
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clientInit = "call compile preprocessFileLineNumbers '\AGM_WeaponSelect\clientInit.sqf';";
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};
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};
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class Extended_Init_EventHandlers {
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class CAManBase {
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class AGM_WeaponSelect_ThrowGrenade {
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clientInit = "_this call compile preprocessFileLineNumbers '\AGM_WeaponSelect\initActions.sqf';";
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};
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};
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};
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class Extended_Respawn_EventHandlers {
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class CAManBase {
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class AGM_WeaponSelect_ThrowGrenade {
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respawn = "[_this, ""{_this call compile preprocessFileLineNumbers '\AGM_WeaponSelect\initActions.sqf';}""] call AGM_Core_fnc_execRemoteFnc;";
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};
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};
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};
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class Extended_FiredBIS_EventHandlers {
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class CAManBase {
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class AGM_WeaponSelect_ThrowGrenade {
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clientFiredBIS = "if (_this select 0 == AGM_player) then {_this call AGM_WeaponSelect_fnc_throwGrenade;};";
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};
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};
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};
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class AGM_Core_Default_Keys {
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class selectPistol {
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displayName = "$STR_AGM_WeaponSelect_SelectPistol";
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condition = "[_player] call AGM_Core_fnc_canUseWeapon";
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statement = "[_player, handgunWeapon _player] call AGM_WeaponSelect_fnc_selectWeaponMode";
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exceptions[] = {"AGM_Interaction_isNotEscorting"};
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key = 2;
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shift = 0;
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control = 0;
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alt = 0;
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};
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class selectRifle {
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displayName = "$STR_AGM_WeaponSelect_SelectRifle";
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condition = "[_player] call AGM_Core_fnc_canUseWeapon";
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statement = "[_player, primaryWeapon _player] call AGM_WeaponSelect_fnc_selectWeaponMode";
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exceptions[] = {"AGM_Interaction_isNotEscorting"};
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key = 3;
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shift = 0;
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control = 0;
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alt = 0;
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};
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class selectLauncher {
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displayName = "$STR_AGM_WeaponSelect_SelectLauncher";
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condition = "_player == _vehicle";
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statement = "[_player, secondaryWeapon _player] call AGM_WeaponSelect_fnc_selectWeaponMode";
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exceptions[] = {"AGM_Interaction_isNotEscorting"};
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key = 5;
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shift = 0;
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control = 0;
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alt = 0;
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};
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/*class selectPistolMuzzle {
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displayName = "Select Pistol Muzzle";
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condition = "[_player] call AGM_Core_fnc_canUseWeapon";
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statement = "[_player, handgunWeapon _player] call AGM_WeaponSelect_fnc_selectWeaponMuzzle";
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exceptions[] = {"AGM_Interaction_isNotEscorting"};
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disabled = 1;
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key = 7;
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shift = 0;
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control = 0;
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alt = 0;
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};*/
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class selectRifleMuzzle {
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displayName = "$STR_AGM_WeaponSelect_SelectRifleMuzzle";
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condition = "[_player] call AGM_Core_fnc_canUseWeapon";
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statement = "[_player, primaryWeapon _player] call AGM_WeaponSelect_fnc_selectWeaponMuzzle";
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exceptions[] = {"AGM_Interaction_isNotEscorting"};
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key = 4;
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shift = 0;
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control = 0;
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alt = 0;
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};
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/*class selectLauncherMuzzle {
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displayName = "Select Launcher Muzzle";
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condition = "_player == _vehicle";
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statement = "[_player, secondaryWeapon _player] call AGM_WeaponSelect_fnc_selectWeaponMuzzle";
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exceptions[] = {"AGM_Interaction_isNotEscorting"};
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disabled = 1;
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key = 8;
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shift = 0;
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control = 0;
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alt = 0;
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};*/
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class selectBinocular {
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displayName = "$STR_AGM_WeaponSelect_SelectBinocular";
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condition = "[_player] call AGM_Core_fnc_canUseWeapon";
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statement = "[_player, binocular _player] call AGM_WeaponSelect_fnc_selectWeaponMode";
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exceptions[] = {"AGM_Interaction_isNotEscorting"};
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key = 6;
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shift = 0;
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control = 0;
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alt = 0;
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};
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class selectGrenadeFrag {
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displayName = "$STR_AGM_WeaponSelect_SelectGrenadeFrag";
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condition = "[_player] call AGM_Core_fnc_canUseWeapon";
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statement = "[_player] call AGM_WeaponSelect_fnc_selectGrenadeFrag";
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exceptions[] = {"AGM_Interaction_isNotEscorting"};
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key = 7;
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shift = 0;
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control = 0;
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alt = 0;
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};
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class selectGrenadeOther {
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displayName = "$STR_AGM_WeaponSelect_SelectGrenadeOther";
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condition = "[_player] call AGM_Core_fnc_canUseWeapon";
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statement = "[_player] call AGM_WeaponSelect_fnc_selectGrenadeOther";
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exceptions[] = {"AGM_Interaction_isNotEscorting"};
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key = 8;
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shift = 0;
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control = 0;
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alt = 0;
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};
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class holsterWeapon {
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displayName = "$STR_AGM_WeaponSelect_HolsterWeapon";
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condition = "[_player] call AGM_Core_fnc_canUseWeapon";
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statement = "[_player] call AGM_WeaponSelect_fnc_putWeaponAway";
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exceptions[] = {"AGM_Interaction_isNotEscorting"};
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key = 11;
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shift = 0;
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control = 0;
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alt = 0;
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};
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class engineOn {
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displayName = "$STR_AGM_WeaponSelect_EngineOn";
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condition = "_player != _vehicle && {_player == driver _vehicle} && {!isEngineOn _vehicle}";
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statement = "_vehicle engineOn true";
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key = 3;
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shift = 0;
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control = 0;
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alt = 0;
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};
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class engineOff {
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displayName = "$STR_AGM_WeaponSelect_EngineOff";
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condition = "_player != _vehicle && {_player == driver _vehicle} && {isEngineOn _vehicle}";
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statement = "_vehicle engineOn false";
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key = 2;
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shift = 0;
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control = 0;
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alt = 0;
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};
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class selectMaingun {
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displayName = "$STR_AGM_WeaponSelect_SelectMainGun";
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condition = "_player != _vehicle";
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statement = "[_player, _vehicle, 0] call AGM_WeaponSelect_fnc_selectWeaponVehicle";
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key = 4;
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shift = 0;
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control = 0;
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alt = 0;
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};
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class selectMachineGun {
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displayName = "$STR_AGM_WeaponSelect_SelectMachineGun";
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condition = "_player != _vehicle";
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statement = "[_player, _vehicle, 1] call AGM_WeaponSelect_fnc_selectWeaponVehicle";
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key = 5;
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shift = 0;
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control = 0;
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alt = 0;
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};
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class selectMissile {
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displayName = "$STR_AGM_WeaponSelect_SelectMissiles";
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condition = "_player != _vehicle";
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statement = "[_player, _vehicle, 2] call AGM_WeaponSelect_fnc_selectWeaponVehicle";
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key = 6;
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shift = 0;
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control = 0;
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alt = 0;
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};
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class fireSmokeLauncher {
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displayName = "$STR_AGM_WeaponSelect_FireSmokeLauncher";
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condition = "_player != _vehicle && {_player == commander _vehicle}";
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statement = "[_vehicle] call AGM_WeaponSelect_fnc_fireSmokeLauncher";
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key = 10;
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shift = 0;
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control = 0;
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alt = 0;
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};
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};
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@ -1,4 +0,0 @@
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// by commy2
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_text = [localize "STR_AGM_WeaponSelect_NoGrenadeSelected", [1,0,0]] call AGM_Core_fnc_stringToColoredText;
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[composeText [lineBreak, _text]] call AGM_Core_fnc_displayTextStructured;
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@ -1,32 +0,0 @@
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// by commy2
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_muzzle = call AGM_WeaponSelect_fnc_getSelectedGrenade;
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_isInput = inputAction "CycleThrownItems" > 0;
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if !(_isInput isEqualTo (missionNamespace getVariable ["AGM_WeaponSelect_CycleThrownItemsState", false])) then {
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if (_isInput) then {
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if (_muzzle == "") then {
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[_this select 1] spawn AGM_WeaponSelect_fnc_selectGrenadeAll;
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} else {
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[_this select 1] spawn AGM_WeaponSelect_fnc_selectGrenadeAll;//
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};
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};
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AGM_WeaponSelect_CycleThrownItemsState = _isInput;
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};
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if !([_this select 1] call AGM_Core_fnc_canUseWeapon) exitWith {false};
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if (_muzzle == "") exitWith {["All"] call AGM_WeaponSelect_fnc_findNextGrenadeMagazine != ""};
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// fix auto muzzle swap after entering or leaving a vehicle
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if (_this select 0 != missionNamespace getVariable ["AGM_WeaponSelect_CurrentGrenadeMuzzleVehicle", objNull]) then {
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[_this select 1, _muzzle] call AGM_WeaponSelect_fnc_setNextGrenadeMuzzle;
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AGM_WeaponSelect_CurrentGrenadeMuzzleVehicle = _this select 0;
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};
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if ((_this select 1) ammo _muzzle == 0) exitWith {
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if (AGM_WeaponSelect_CurrentGrenadeMuzzleIsFrag) then {AGM_WeaponSelect_CurrentGrenadeMuzzleFrag = ""} else {AGM_WeaponSelect_CurrentGrenadeMuzzleOther = ""};
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[uiNamespace getVariable "AGM_dlgSoldier", false] call AGM_WeaponSelect_fnc_toggleGrenadeCount;
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true
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};
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false
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@ -1,44 +0,0 @@
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/*
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* Author: CAA-Picard
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*
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* Count how many grenade magazines the unit has on the uniform and vest.
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*
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* Argument:
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* 0: Muzzle name
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*
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* Return value:
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* 0: Number of magazines
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* 1: First magazine name
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*/
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private ["_player", "_muzzle"];
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_player = _this select 0;
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_muzzle = _this select 1;
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_uniformMags = getMagazineCargo uniformContainer _player;
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_vestMags = getMagazineCargo vestContainer _player;
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_backPackMags = getMagazineCargo backpackContainer _player;
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_numberOfMagazines = 0;
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_magazineClasses = getArray (configFile >> "CfgWeapons" >> "Throw" >> _muzzle >> "magazines" );
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_firstMagazine = _magazineClasses select 0;
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{
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_indexInUniform = (_uniformMags select 0) find _x;
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if (_indexInUniform > -1) then {
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_numberOfMagazines = _numberOfMagazines + ((_uniformMags select 1) select _indexInUniform);
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_firstMagazine = _x;
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};
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_indexInVest = (_vestMags select 0) find _x;
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if (_indexInVest > -1) then {
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_numberOfMagazines = _numberOfMagazines + ((_vestMags select 1) select _indexInVest);
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_firstMagazine = _x;
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};
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_indexInBackpack = (_backpackMags select 0) find _x;
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if (_indexInBackpack > -1) then {
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_numberOfMagazines = _numberOfMagazines + ((_backpackMags select 1) select _indexInBackpack);
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_firstMagazine = _x;
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};
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} forEach _magazineClasses;
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[_numberOfMagazines, _firstMagazine]
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// by commy2
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private ["_scope", "_allMags", "_allMuzzles", "_magazines", "_start", "_index", "_nextMagazine"];
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_scope = _this select 0; //"All", "Frag" or "NonFrag"
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_allMags = missionNamespace getVariable [format ["AGM_WeaponSelect_%1Magazines", _scope], []];
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_allMuzzles = missionNamespace getVariable [format ["AGM_WeaponSelect_%1Muzzles", _scope], []];
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_magazines = magazines AGM_player;
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_start = [AGM_WeaponSelect_CurrentGrenadeMuzzleOther, AGM_WeaponSelect_CurrentGrenadeMuzzleFrag] select AGM_WeaponSelect_CurrentGrenadeMuzzleIsFrag;
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_index = _allMuzzles find _start;
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scopeName "SearchMain";
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_nextMagazine = "";
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for "_index" from (_index + 1) to (count _allMuzzles - 1) do {
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{
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if (_x in (_allMags select _index)) exitWith {_nextMagazine = _x; breakTo "SearchMain"};
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} count _magazines;
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};
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if (_nextMagazine != "") exitWith {_nextMagazine};
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for "_index" from 0 to _index do {
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{
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if (_x in (_allMags select _index)) exitWith {_nextMagazine = _x; breakTo "SearchMain"};
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} count _magazines;
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};
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_nextMagazine
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// by commy2
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private ["_scope", "_allMags", "_allMuzzles", "_magazines", "_start", "_index", "_nextMuzzle"];
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_scope = _this select 0; //"All", "Frag" or "NonFrag"
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_allMags = missionNamespace getVariable [format ["AGM_WeaponSelect_%1Magazines", _scope], []];
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_allMuzzles = missionNamespace getVariable [format ["AGM_WeaponSelect_%1Muzzles", _scope], []];
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_magazines = magazines AGM_player;
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_start = [AGM_WeaponSelect_CurrentGrenadeMuzzleOther, AGM_WeaponSelect_CurrentGrenadeMuzzleFrag] select AGM_WeaponSelect_CurrentGrenadeMuzzleIsFrag;
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_index = _allMuzzles find _start;
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scopeName "SearchMain";
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_nextMuzzle = "";
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for "_index" from (_index + 1) to (count _allMuzzles - 1) do {
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{
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if (_x in (_allMags select _index)) exitWith {_nextMuzzle = _allMuzzles select _index; breakTo "SearchMain"};
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} count _magazines;
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};
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if (_nextMuzzle != "") exitWith {_nextMuzzle};
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for "_index" from 0 to _index do {
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{
|
||||
if (_x in (_allMags select _index)) exitWith {_nextMuzzle = _allMuzzles select _index; breakTo "SearchMain"};
|
||||
} count _magazines;
|
||||
};
|
||||
|
||||
_nextMuzzle
|
@ -1,37 +0,0 @@
|
||||
// by commy2
|
||||
|
||||
private ["_vehicle", "_turret", "_weapons"];
|
||||
|
||||
_vehicle = _this select 0;
|
||||
|
||||
_turret = [typeOf _vehicle] call AGM_Core_fnc_getTurretCommander;
|
||||
|
||||
_weapons = _vehicle weaponsTurret _turret;
|
||||
|
||||
if (
|
||||
count _weapons > 1
|
||||
|| {count _weapons > 0 && {!(_weapons select 0 in ["SmokeLauncher", "BWA3_SmokeLauncher"])}} // @todo somebody might use custom smoke launcher weapons aswell, maybe ...
|
||||
) then {
|
||||
//This doesn't work reliably for vehilces with additional weapons for the commander. Select smoke launcher instead.
|
||||
|
||||
private "_index";
|
||||
|
||||
// avoid infinite loop
|
||||
if !("SmokeLauncher" in _weapons) exitWith {};
|
||||
|
||||
_index = 0;
|
||||
while {
|
||||
_vehicle currentWeaponTurret _turret != "SmokeLauncher"
|
||||
} do {
|
||||
[commander _vehicle, _vehicle, _index] call AGM_WeaponSelect_fnc_selectWeaponVehicle;
|
||||
_index = _index + 1;
|
||||
};
|
||||
} else {
|
||||
// fire away!
|
||||
|
||||
private "_logic";
|
||||
|
||||
_logic = createGroup sideLogic createUnit ["Logic", [0,0,0], [], 0, "NONE"];
|
||||
_logic action ["useWeapon", _vehicle, commander _vehicle, 0];
|
||||
deleteVehicle _logic;
|
||||
};
|
@ -1,3 +0,0 @@
|
||||
// by commy2
|
||||
|
||||
[AGM_WeaponSelect_CurrentGrenadeMuzzleOther, AGM_WeaponSelect_CurrentGrenadeMuzzleFrag] select AGM_WeaponSelect_CurrentGrenadeMuzzleIsFrag
|
@ -1,51 +0,0 @@
|
||||
/*
|
||||
* Author: CAA-Picard, commy2
|
||||
*
|
||||
* Cycle through all grenades.
|
||||
*
|
||||
* Argument:
|
||||
* None
|
||||
*
|
||||
* Return value:
|
||||
* None
|
||||
*/
|
||||
|
||||
private ["_player", "_nextMuzzle"];
|
||||
|
||||
_player = _this select 0;
|
||||
|
||||
_nextMuzzle = ["All"] call AGM_WeaponSelect_fnc_findNextGrenadeMuzzle;
|
||||
|
||||
if (_nextMuzzle != "") then {
|
||||
|
||||
|
||||
private ["_magazines", "_magazine", "_count", "_return"];
|
||||
_magazines = AGM_WeaponSelect_AllMagazines select (AGM_WeaponSelect_AllMuzzles find _nextMuzzle);
|
||||
reverse _magazines;
|
||||
|
||||
_magazine = "";
|
||||
_count = {_return = _x in _magazines; if (_return) then {_magazine = _x}; _return} count magazines _player;
|
||||
|
||||
// There is a muzzle with magazines --> cycle to it
|
||||
[_player, _nextMuzzle] call AGM_WeaponSelect_fnc_setNextGrenadeMuzzle;
|
||||
|
||||
[_magazine, _count] call AGM_WeaponSelect_fnc_displayGrenadeTypeAndNumber;
|
||||
|
||||
[uiNamespace getVariable "AGM_dlgSoldier", true] call AGM_WeaponSelect_fnc_toggleGrenadeCount;
|
||||
} else {
|
||||
// There is a no muzzle with magazines --> select nothing
|
||||
AGM_WeaponSelect_CurrentGrenadeMuzzleFrag = ""; AGM_WeaponSelect_CurrentGrenadeMuzzleOther = "";
|
||||
|
||||
_text = [localize "STR_AGM_WeaponSelect_NoGrenadesLeft", [1,0,0]] call AGM_Core_fnc_stringToColoredText;
|
||||
[composeText [lineBreak, _text]] call AGM_Core_fnc_displayTextStructured;
|
||||
|
||||
[uiNamespace getVariable "AGM_dlgSoldier", false] call AGM_WeaponSelect_fnc_toggleGrenadeCount;
|
||||
};
|
||||
|
||||
if (_nextMuzzle in AGM_WeaponSelect_FragMuzzles) then {
|
||||
AGM_WeaponSelect_CurrentGrenadeMuzzleFrag = _nextMuzzle;
|
||||
AGM_WeaponSelect_CurrentGrenadeMuzzleIsFrag = true;
|
||||
} else {
|
||||
AGM_WeaponSelect_CurrentGrenadeMuzzleOther = _nextMuzzle;
|
||||
AGM_WeaponSelect_CurrentGrenadeMuzzleIsFrag = false;
|
||||
};
|
@ -1,45 +0,0 @@
|
||||
/*
|
||||
* Author: CAA-Picard, commy2
|
||||
*
|
||||
* Cycle through frags.
|
||||
*
|
||||
* Argument:
|
||||
* None
|
||||
*
|
||||
* Return value:
|
||||
* None
|
||||
*/
|
||||
|
||||
private ["_player", "_nextMuzzle"];
|
||||
|
||||
_player = _this select 0;
|
||||
|
||||
_nextMuzzle = ["Frag"] call AGM_WeaponSelect_fnc_findNextGrenadeMuzzle;
|
||||
|
||||
if (_nextMuzzle != "") then {
|
||||
AGM_WeaponSelect_CurrentGrenadeMuzzleFrag = _nextMuzzle;
|
||||
|
||||
private ["_magazines", "_magazine", "_count", "_return"];
|
||||
_magazines = AGM_WeaponSelect_FragMagazines select (AGM_WeaponSelect_FragMuzzles find _nextMuzzle);
|
||||
reverse _magazines;
|
||||
|
||||
_magazine = "";
|
||||
_count = {_return = _x in _magazines; if (_return) then {_magazine = _x}; _return} count magazines _player;
|
||||
|
||||
// There is a muzzle with magazines --> cycle to it
|
||||
[_player, _nextMuzzle] call AGM_WeaponSelect_fnc_setNextGrenadeMuzzle;
|
||||
|
||||
[_magazine, _count] call AGM_WeaponSelect_fnc_displayGrenadeTypeAndNumber;
|
||||
|
||||
[uiNamespace getVariable "AGM_dlgSoldier", true] call AGM_WeaponSelect_fnc_toggleGrenadeCount;
|
||||
} else {
|
||||
// There is a no muzzle with magazines --> select nothing
|
||||
AGM_WeaponSelect_CurrentGrenadeMuzzleFrag = "";
|
||||
|
||||
_text = [localize "STR_AGM_WeaponSelect_NoFragsLeft", [1,0,0]] call AGM_Core_fnc_stringToColoredText;
|
||||
[composeText [lineBreak, _text]] call AGM_Core_fnc_displayTextStructured;
|
||||
|
||||
[uiNamespace getVariable "AGM_dlgSoldier", false] call AGM_WeaponSelect_fnc_toggleGrenadeCount;
|
||||
};
|
||||
|
||||
AGM_WeaponSelect_CurrentGrenadeMuzzleIsFrag = true;
|
@ -1,45 +0,0 @@
|
||||
/*
|
||||
* Author: CAA-Picard, commy2
|
||||
*
|
||||
* Cycle through non explosive grenades.
|
||||
*
|
||||
* Argument:
|
||||
* None
|
||||
*
|
||||
* Return value:
|
||||
* None
|
||||
*/
|
||||
|
||||
private ["_player", "_nextMuzzle"];
|
||||
|
||||
_player = _this select 0;
|
||||
|
||||
_nextMuzzle = ["NonFrag"] call AGM_WeaponSelect_fnc_findNextGrenadeMuzzle;
|
||||
|
||||
if (_nextMuzzle != "") then {
|
||||
AGM_WeaponSelect_CurrentGrenadeMuzzleOther = _nextMuzzle;
|
||||
|
||||
private ["_magazines", "_magazine", "_count", "_return"];
|
||||
_magazines = AGM_WeaponSelect_NonFragMagazines select (AGM_WeaponSelect_NonFragMuzzles find _nextMuzzle);
|
||||
reverse _magazines;
|
||||
|
||||
_magazine = "";
|
||||
_count = {_return = _x in _magazines; if (_return) then {_magazine = _x}; _return} count magazines _player;
|
||||
|
||||
// There is a muzzle with magazines --> cycle to it
|
||||
[_player, _nextMuzzle] call AGM_WeaponSelect_fnc_setNextGrenadeMuzzle;
|
||||
|
||||
[_magazine, _count] call AGM_WeaponSelect_fnc_displayGrenadeTypeAndNumber;
|
||||
|
||||
[uiNamespace getVariable "AGM_dlgSoldier", true] call AGM_WeaponSelect_fnc_toggleGrenadeCount;
|
||||
} else {
|
||||
// There is a no muzzle with magazines --> select nothing
|
||||
AGM_WeaponSelect_CurrentGrenadeMuzzleOther = "";
|
||||
|
||||
_text = [localize "STR_AGM_WeaponSelect_NoMiscGrenadeLeft", [1,0,0]] call AGM_Core_fnc_stringToColoredText;
|
||||
[composeText [lineBreak, _text]] call AGM_Core_fnc_displayTextStructured;
|
||||
|
||||
[uiNamespace getVariable "AGM_dlgSoldier", false] call AGM_WeaponSelect_fnc_toggleGrenadeCount;
|
||||
};
|
||||
|
||||
AGM_WeaponSelect_CurrentGrenadeMuzzleIsFrag = false;
|
@ -1,52 +0,0 @@
|
||||
// by commy2
|
||||
|
||||
private ["_vehicle", "_index", "_turret", "_weapon", "_magazine"];
|
||||
|
||||
_vehicle = _this select 0;
|
||||
_index = _this select 1;
|
||||
|
||||
_turret = [player] call AGM_Core_fnc_getTurretIndex;
|
||||
|
||||
/* WIP
|
||||
|
||||
|
||||
|
||||
_weapon = currentWeapon _vehicle;
|
||||
|
||||
|
||||
_weapons = _vehicle weaponsTurret _turret;
|
||||
_magazines = _vehicle magazinesTurret _turret;
|
||||
|
||||
|
||||
|
||||
|
||||
vehicle player loadMagazine [[0], "cannon_120mm", "32Rnd_120mm_APFSDS_shells_Tracer_Red"]
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
["cannon_105mm","LMG_M200"]
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
vehicle player loadMagazine [[0,0], "SmokeLauncher", "SmokeLauncherMag"]
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
player action ["SwitchMagazine", vehicle player, player, 1];
|
||||
|
||||
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
@ -1,48 +0,0 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
*
|
||||
* The player will select the specified weapon or will change to the next firing mode if the weapon was already selected.
|
||||
*
|
||||
* Argument:
|
||||
* 0: A weapon (String)
|
||||
*
|
||||
* Return value:
|
||||
* None.
|
||||
*/
|
||||
|
||||
private ["_player", "_weapon", "_muzzles", "_modes", "_count", "_index", "_muzzle", "_mode"];
|
||||
|
||||
_player = _this select 0;
|
||||
_weapon = _this select 1;
|
||||
|
||||
if (_weapon == "") exitWith {};
|
||||
|
||||
if (currentWeapon _player != _weapon) exitWith {
|
||||
_player selectWeapon _weapon;
|
||||
};
|
||||
|
||||
// unlock safety
|
||||
if (_weapon in (_player getVariable ["AGM_SafeMode_safedWeapons", []])) exitWith {
|
||||
[_player, _weapon, _weapon] call AGM_SafeMode_fnc_unlockSafety;
|
||||
};
|
||||
|
||||
_muzzles = [_weapon] call AGM_WeaponSelect_fnc_getWeaponMuzzles;
|
||||
_modes = [_weapon] call AGM_WeaponSelect_fnc_getWeaponModes;
|
||||
|
||||
_count = count _modes;
|
||||
_index = (_modes find currentWeaponMode _player) + 1;
|
||||
if (_index > _count - 1) then {_index = 0};
|
||||
|
||||
_muzzle = _muzzles select 0;
|
||||
_mode = _modes select _index;
|
||||
|
||||
_index = 0;
|
||||
while {
|
||||
_index < 100 && {currentMuzzle _player != _muzzle || {currentWeaponMode _player != _mode}}
|
||||
} do {
|
||||
_player action ["SwitchWeapon", _player, _player, _index];
|
||||
_index = _index + 1;
|
||||
};
|
||||
|
||||
// play fire mode selector sound
|
||||
[_player, _weapon] call AGM_WeaponSelect_fnc_playChangeFiremodeSound;
|
@ -1,46 +0,0 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
*
|
||||
* The player will select the specified weapon and change to the first additional muzzle. E.g. the grenade launcher of a assault rifle.
|
||||
*
|
||||
* Argument:
|
||||
* 0: A weapon (String)
|
||||
*
|
||||
* Return value:
|
||||
* None.
|
||||
*/
|
||||
|
||||
private ["_player", "_weapon", "_muzzles", "_count", "_index", "_muzzle"];
|
||||
|
||||
_player = _this select 0;
|
||||
_weapon = _this select 1;
|
||||
|
||||
if (_weapon == "") exitWith {};
|
||||
|
||||
_muzzles = [_weapon] call AGM_WeaponSelect_fnc_getWeaponMuzzles;
|
||||
|
||||
if (currentWeapon _player != _weapon) exitWith {
|
||||
if (count _muzzles > 1) then {
|
||||
|
||||
// unlock safety
|
||||
/*if (_weapon in (_player getVariable ["AGM_SafeMode_safedWeapons", []])) exitWith {
|
||||
[_player, _weapon, _muzzles select 1] call AGM_SafeMode_fnc_unlockSafety;
|
||||
};*/
|
||||
|
||||
_player selectWeapon (_muzzles select 1);
|
||||
};
|
||||
};
|
||||
|
||||
_count = count _muzzles;
|
||||
_index = (_muzzles find currentMuzzle _player) + 1;
|
||||
if (_index > _count - 1) then {_index = 1};
|
||||
|
||||
_muzzle = _muzzles select _index;
|
||||
|
||||
_index = 0;
|
||||
while {
|
||||
_index < 100 && {currentMuzzle _player != _muzzle}
|
||||
} do {
|
||||
_player action ["SwitchWeapon", _player, _player, _index];
|
||||
_index = _index + 1;
|
||||
};
|
@ -1,37 +0,0 @@
|
||||
// by commy2
|
||||
|
||||
private ["_player", "_vehicle", "_index", "_turret", "_weapons", "_weapon"];
|
||||
|
||||
_player = _this select 0;
|
||||
_vehicle = _this select 1;
|
||||
_index = _this select 2;
|
||||
|
||||
_turret = [_player] call AGM_Core_fnc_getTurretIndex;
|
||||
|
||||
if (_turret isEqualTo [] && {_player == driver _vehicle}) then {
|
||||
_weapons = weapons _vehicle;
|
||||
if (_index > count _weapons - 1) exitWith {};
|
||||
|
||||
_weapon = _weapons select _index;
|
||||
|
||||
_index = 0;
|
||||
while {
|
||||
_index < 100 && {currentWeapon _vehicle != _weapon}
|
||||
} do {
|
||||
_player action ["SwitchWeapon", _vehicle, _player, _index];
|
||||
_index = _index + 1;
|
||||
};
|
||||
} else {
|
||||
_weapons = _vehicle weaponsTurret _turret;
|
||||
if (_index > count _weapons - 1) exitWith {};
|
||||
|
||||
_weapon = _weapons select _index;
|
||||
|
||||
_index = 0;
|
||||
while {
|
||||
_index < 100 && {_vehicle currentWeaponTurret _turret != _weapon}
|
||||
} do {
|
||||
_player action ["SwitchWeapon", _vehicle, _player, _index];
|
||||
_index = _index + 1;
|
||||
};
|
||||
};
|
@ -1,100 +0,0 @@
|
||||
/*
|
||||
* Author: CAA-Picard
|
||||
*
|
||||
* Select the next grenade muzzle to throw.
|
||||
*
|
||||
* Argument:
|
||||
* muzzle name
|
||||
*
|
||||
* Return value:
|
||||
* None
|
||||
*
|
||||
*/
|
||||
|
||||
private ["_player", "_muzzle"];
|
||||
|
||||
_player = _this select 0;
|
||||
_muzzle = _this select 1;
|
||||
|
||||
_uniformMags = getMagazineCargo uniformContainer _player;
|
||||
_vestMags = getMagazineCargo vestContainer _player;
|
||||
_backPackMags = getMagazineCargo backpackContainer _player;
|
||||
|
||||
_uniformMagsToRemove = [];
|
||||
_vestMagsToRemove = [];
|
||||
_backPackMagsToRemove = [];
|
||||
|
||||
_firstMagazine = "";
|
||||
|
||||
// Collect which magazines to remove
|
||||
_throwMuzzleNames = getArray (configfile >> "CfgWeapons" >> "Throw" >> "muzzles");
|
||||
{
|
||||
_muzzleName = _x;
|
||||
_muzzleMagazines = getArray (configFile >> "CfgWeapons" >> "Throw" >> _muzzleName >> "magazines" );
|
||||
if (_muzzle != _muzzleName) then {
|
||||
{
|
||||
_index = (_uniformMags select 0) find _x;
|
||||
if (_index > -1) then {
|
||||
_uniformMagsToRemove = _uniformMagsToRemove + [[_x, (_uniformMags select 1) select _index]];
|
||||
};
|
||||
_index = (_vestMags select 0) find _x;
|
||||
if (_index > -1) then {
|
||||
_vestMagsToRemove = _vestMagsToRemove + [[_x, (_vestMags select 1) select _index]];
|
||||
};
|
||||
_index = (_backpackMags select 0) find _x;
|
||||
if (_index > -1) then {
|
||||
_backpackMagsToRemove = _backpackMagsToRemove + [[_x, (_backpackMags select 1) select _index]];
|
||||
};
|
||||
} forEach _muzzleMagazines;
|
||||
} else {
|
||||
{
|
||||
_index = (_uniformMags select 0) find _x;
|
||||
if (_index > -1) then {
|
||||
_firstMagazine = _x;
|
||||
};
|
||||
_index = (_vestMags select 0) find _x;
|
||||
if (_index > -1) then {
|
||||
_firstMagazine = _x;
|
||||
};
|
||||
_index = (_backpackMags select 0) find _x;
|
||||
if (_index > -1) then {
|
||||
_firstMagazine = _x;
|
||||
};
|
||||
} forEach _muzzleMagazines;
|
||||
};
|
||||
} forEach _throwMuzzleNames;
|
||||
|
||||
// Remove all magazines except those we are switching to --> this breaks the selector
|
||||
{
|
||||
for [{_i=0},{_i < (_x select 1)}, {_i = _i + 1}] do {
|
||||
_player removeItem (_x select 0);
|
||||
};
|
||||
} forEach _uniformMagsToRemove;
|
||||
{
|
||||
for [{_i=0},{_i < (_x select 1)}, {_i = _i + 1}] do {
|
||||
_player removeItem (_x select 0);
|
||||
};
|
||||
} forEach _vestMagsToRemove;
|
||||
{
|
||||
for [{_i=0},{_i < (_x select 1)}, {_i = _i + 1}] do {
|
||||
_player removeItem (_x select 0);
|
||||
};
|
||||
} forEach _backPackMagsToRemove;
|
||||
|
||||
// Readd magazines
|
||||
{
|
||||
for [{_i=0},{_i < (_x select 1)}, {_i = _i + 1}] do {
|
||||
_player addItemToUniform (_x select 0);
|
||||
};
|
||||
} forEach _uniformMagsToRemove;
|
||||
{
|
||||
for [{_i=0},{_i < (_x select 1)}, {_i = _i + 1}] do {
|
||||
_player addItemToVest (_x select 0);
|
||||
};
|
||||
} forEach _vestMagsToRemove;
|
||||
{
|
||||
for [{_i=0},{_i < (_x select 1)}, {_i = _i + 1}] do {
|
||||
_player addItemToBackpack (_x select 0);
|
||||
};
|
||||
} forEach _backPackMagsToRemove;
|
||||
|
@ -1,19 +0,0 @@
|
||||
// by commy2
|
||||
|
||||
private ["_unit", "_weapon", "_magazine"];
|
||||
|
||||
_unit = _this select 0;
|
||||
_weapon = _this select 1;
|
||||
_magazine = _this select 5;
|
||||
|
||||
if (_weapon != "Throw") exitWith {};
|
||||
|
||||
private "_count";
|
||||
_count = {_x == _magazine} count magazines _unit;
|
||||
|
||||
[_magazine, _count] call AGM_WeaponSelect_fnc_displayGrenadeTypeAndNumber;
|
||||
|
||||
if (_count == 0) then {
|
||||
if (AGM_WeaponSelect_CurrentGrenadeMuzzleIsFrag) then {AGM_WeaponSelect_CurrentGrenadeMuzzleFrag = ""} else {AGM_WeaponSelect_CurrentGrenadeMuzzleOther = ""};
|
||||
[uiNamespace getVariable "AGM_dlgSoldier", false] call AGM_WeaponSelect_fnc_toggleGrenadeCount;
|
||||
};
|
@ -1,23 +0,0 @@
|
||||
// by commy2
|
||||
|
||||
private ["_dlg", "_show"];
|
||||
|
||||
_dlg = _this select 0;
|
||||
_show = _this select 1;
|
||||
|
||||
if (_show) then {
|
||||
private "_config";
|
||||
|
||||
_config = configFile >> "RscInGameUI" >> "RscUnitInfo" >> "WeaponInfoControlsGroupLeft" >> "controls" >> "CA_GrenadeCount";
|
||||
(_dlg displayCtrl 151) ctrlSetPosition [getNumber (_config >> "x"), getNumber (_config >> "y"), getNumber (_config >> "w"), getNumber (_config >> "h")];
|
||||
|
||||
_config = configFile >> "RscInGameUI" >> "RscUnitInfo" >> "WeaponInfoControlsGroupLeft" >> "controls" >> "CA_GrenadeType";
|
||||
(_dlg displayCtrl 152) ctrlSetPosition [getNumber (_config >> "x"), getNumber (_config >> "y"), getNumber (_config >> "w"), getNumber (_config >> "h")];
|
||||
|
||||
} else {
|
||||
(_dlg displayCtrl 151) ctrlSetPosition [0,0,0,0];
|
||||
(_dlg displayCtrl 152) ctrlSetPosition [0,0,0,0];
|
||||
};
|
||||
|
||||
(_dlg displayCtrl 151) ctrlCommit 0;
|
||||
(_dlg displayCtrl 152) ctrlCommit 0;
|
@ -1,25 +0,0 @@
|
||||
// by commy2
|
||||
|
||||
private ["_unit", "_id"];
|
||||
|
||||
_unit = _this select 0;
|
||||
|
||||
/*_id = [
|
||||
_unit,
|
||||
format ["<t color=""#FFFFFF"" >%1</t>", localize "STR_AGM_WeaponSelect_ReadyGrenade"],
|
||||
"Throw",
|
||||
AGM_WeaponSelect_fnc_actionThrowCondition,
|
||||
AGM_WeaponSelect_fnc_actionThrow,
|
||||
{true},
|
||||
{[_this select 1] call AGM_WeaponSelect_fnc_selectGrenadeAll},
|
||||
2
|
||||
] call AGM_Core_fnc_addActionMenuEventHandler;*/
|
||||
|
||||
_id = [
|
||||
_unit,
|
||||
"Throw",
|
||||
AGM_WeaponSelect_fnc_actionThrowCondition,
|
||||
AGM_WeaponSelect_fnc_actionThrow
|
||||
] call AGM_Core_fnc_addActionEventHandler;
|
||||
|
||||
_unit setVariable ["AGM_WeaponSelect_ThrowActionID", _id];
|
@ -99,16 +99,16 @@ class ACE_Parameters_Boolean {
|
||||
};
|
||||
|
||||
class ACE_canInteractConditions {
|
||||
class ACE_Interaction_isNotEscorting {
|
||||
class GVAR(isNotEscorting) {
|
||||
condition = QUOTE( !(_player getVariable ['ACE_isEscorting', false]) );
|
||||
};
|
||||
class ACE_Interaction_isNotCaptive {
|
||||
class GVAR(isNotCaptive) {
|
||||
condition = QUOTE( !(_player getVariable ['ACE_isCaptive', false]) );
|
||||
};
|
||||
class ACE_Interaction_isNotSurrendering {
|
||||
class GVAR(isNotSurrendering) {
|
||||
condition = QUOTE( !(_player getVariable ['ACE_isSurrender', false]) );
|
||||
};
|
||||
class ACE_Interaction_isNotSwimming {
|
||||
class GVAR(isNotSwimming) {
|
||||
condition = QUOTE( !underwater _player );
|
||||
};
|
||||
};
|
||||
|
1
addons/weaponselect/$PBOPREFIX$
Normal file
1
addons/weaponselect/$PBOPREFIX$
Normal file
@ -0,0 +1 @@
|
||||
z\ace\addons\weaponselect
|
14
addons/weaponselect/CfgEventHandlers.hpp
Normal file
14
addons/weaponselect/CfgEventHandlers.hpp
Normal file
@ -0,0 +1,14 @@
|
||||
|
||||
class Extended_PreInit_EventHandlers {
|
||||
class ADDON {
|
||||
init = QUOTE(call COMPILE_FILE(XEH_preInit));
|
||||
};
|
||||
};
|
||||
|
||||
class Extended_FiredBIS_EventHandlers {
|
||||
class CAManBase {
|
||||
class GVAR(ThrowGrenade) {
|
||||
clientFiredBIS = QUOTE(if (_this select 0 == ACE_player) then {_this call FUNC(throwGrenade)};);
|
||||
};
|
||||
};
|
||||
};
|
65
addons/weaponselect/XEH_preInit.sqf
Normal file
65
addons/weaponselect/XEH_preInit.sqf
Normal file
@ -0,0 +1,65 @@
|
||||
#include "script_component.hpp"
|
||||
|
||||
PREP(countMagazinesForGrenadeMuzzle);
|
||||
PREP(displayGrenadeTypeAndNumber);
|
||||
PREP(findNextGrenadeMagazine);
|
||||
PREP(findNextGrenadeMuzzle);
|
||||
PREP(fireSmokeLauncher);
|
||||
PREP(getSelectedGrenade);
|
||||
PREP(getWeaponModes);
|
||||
PREP(getWeaponMuzzles);
|
||||
PREP(playChangeFiremodeSound);
|
||||
PREP(putWeaponAway);
|
||||
PREP(selectGrenadeAll);
|
||||
PREP(selectGrenadeFrag);
|
||||
PREP(selectGrenadeOther);
|
||||
PREP(selectWeaponMode);
|
||||
PREP(selectWeaponMuzzle);
|
||||
PREP(selectWeaponVehicle);
|
||||
PREP(setNextGrenadeMuzzle);
|
||||
PREP(throwGrenade);
|
||||
|
||||
// prepare grenades from config
|
||||
GVAR(CurrentGrenadeMuzzleIsFrag) = true;
|
||||
GVAR(CurrentGrenadeMuzzleFrag) = "";
|
||||
GVAR(CurrentGrenadeMuzzleOther) = "";
|
||||
|
||||
// Collect frag and other muzzles separately
|
||||
with uiNamespace do {
|
||||
if (isNil QGVAR(FragMuzzles)) then {
|
||||
GVAR(FragMuzzles) = [];
|
||||
GVAR(NonFragMuzzles) = [];
|
||||
GVAR(AllMuzzles) = [];
|
||||
|
||||
GVAR(FragMagazines) = [];
|
||||
GVAR(NonFragMagazines) = [];
|
||||
GVAR(AllMagazines) = [];
|
||||
|
||||
{
|
||||
_magazines = getArray (configFile >> "CfgWeapons" >> "Throw" >> _x >> "magazines");
|
||||
_magazine = _magazines select 0;
|
||||
|
||||
_ammo = getText (configfile >> "CfgMagazines" >> _magazine >> "ammo");
|
||||
_explosive = getNumber (configfile >> "CfgAmmo" >> _ammo >> "explosive");
|
||||
|
||||
if (_explosive == 0) then {
|
||||
GVAR(NonFragMuzzles) pushBack _x;
|
||||
GVAR(NonFragMagazines) pushBack _magazines;
|
||||
} else {
|
||||
GVAR(FragMuzzles) pushBack _x;
|
||||
GVAR(FragMagazines) pushBack _magazines;
|
||||
};
|
||||
|
||||
GVAR(AllMuzzles) pushBack _x;
|
||||
GVAR(AllMagazines) pushBack _magazines;
|
||||
|
||||
} forEach getArray (configfile >> "CfgWeapons" >> "Throw" >> "muzzles");
|
||||
};
|
||||
};
|
||||
|
||||
GVAR(FragMuzzles) = uiNamespace getVariable QGVAR(FragMuzzles);
|
||||
GVAR(NonFragMuzzles) = uiNamespace getVariable QGVAR(NonFragMuzzles);
|
||||
GVAR(AllMuzzles) = uiNamespace getVariable QGVAR(AllMuzzles);
|
||||
GVAR(FragMagazines) = uiNamespace getVariable QGVAR(FragMagazines);
|
||||
GVAR(NonFragMagazines) = uiNamespace getVariable QGVAR(NonFragMagazines);
|
||||
GVAR(AllMagazines) = uiNamespace getVariable QGVAR(AllMagazines);
|
177
addons/weaponselect/config.cpp
Normal file
177
addons/weaponselect/config.cpp
Normal file
@ -0,0 +1,177 @@
|
||||
#include "script_component.hpp"
|
||||
|
||||
class CfgPatches {
|
||||
class ADDON {
|
||||
units[] = {};
|
||||
weapons[] = {};
|
||||
requiredVersion = REQUIRED_VERSION;
|
||||
requiredAddons[] = {"ace_common"};
|
||||
author[] = {"commy2","KoffeinFlummi","CAA-Picard"};
|
||||
authorUrl = "https://github.com/commy2/";
|
||||
VERSION_CONFIG;
|
||||
};
|
||||
};
|
||||
|
||||
#include "CfgEventHandlers.hpp"
|
||||
|
||||
class ACE_Default_Keys {
|
||||
class selectPistol {
|
||||
displayName = "$STR_ACE_WeaponSelect_SelectPistol";
|
||||
condition = QUOTE([_player] call EFUNC(common,canUseWeapon));
|
||||
statement = QUOTE([ARR_2(_player, handgunWeapon _player)] call FUNC(selectWeaponMode););
|
||||
exceptions[] = {QEGVAR(interaction,isNotEscorting)};
|
||||
key = 2;
|
||||
shift = 0;
|
||||
control = 0;
|
||||
alt = 0;
|
||||
};
|
||||
class selectRifle {
|
||||
displayName = "$STR_ACE_WeaponSelect_SelectRifle";
|
||||
condition = QUOTE([_player] call EFUNC(common,canUseWeapon));
|
||||
statement = QUOTE([ARR_2(_player, primaryWeapon _player)] call FUNC(selectWeaponMode););
|
||||
exceptions[] = {QEGVAR(interaction,isNotEscorting)};
|
||||
key = 3;
|
||||
shift = 0;
|
||||
control = 0;
|
||||
alt = 0;
|
||||
};
|
||||
class selectLauncher {
|
||||
displayName = "$STR_ACE_WeaponSelect_SelectLauncher";
|
||||
condition = QUOTE(_player == _vehicle);
|
||||
statement = QUOTE([ARR_2(_player, secondaryWeapon _player)] call FUNC(selectWeaponMode););
|
||||
exceptions[] = {QEGVAR(interaction,isNotEscorting)};
|
||||
key = 5;
|
||||
shift = 0;
|
||||
control = 0;
|
||||
alt = 0;
|
||||
};
|
||||
/*class selectPistolMuzzle {
|
||||
displayName = "Select Pistol Muzzle";
|
||||
condition = QUOTE([_player] call EFUNC(common,canUseWeapon));
|
||||
statement = QUOTE([ARR_2(_player, handgunWeapon _player)] call FUNC(selectWeaponMuzzle););
|
||||
exceptions[] = {QEGVAR(interaction,isNotEscorting)};
|
||||
disabled = 1;
|
||||
key = 7;
|
||||
shift = 0;
|
||||
control = 0;
|
||||
alt = 0;
|
||||
};*/
|
||||
class selectRifleMuzzle {
|
||||
displayName = "$STR_ACE_WeaponSelect_SelectRifleMuzzle";
|
||||
condition = QUOTE([_player] call EFUNC(common,canUseWeapon));
|
||||
statement = QUOTE([ARR_2(_player, primaryWeapon _player)] call FUNC(selectWeaponMuzzle););
|
||||
exceptions[] = {QEGVAR(interaction,isNotEscorting)};
|
||||
key = 4;
|
||||
shift = 0;
|
||||
control = 0;
|
||||
alt = 0;
|
||||
};
|
||||
/*class selectLauncherMuzzle {
|
||||
displayName = "Select Launcher Muzzle";
|
||||
condition = QUOTE(_player == _vehicle);
|
||||
statement = QUOTE([ARR_2(_player, secondaryWeapon _player)] call FUNC(selectWeaponMuzzle););
|
||||
exceptions[] = {QEGVAR(interaction,isNotEscorting)};
|
||||
disabled = 1;
|
||||
key = 8;
|
||||
shift = 0;
|
||||
control = 0;
|
||||
alt = 0;
|
||||
};*/
|
||||
class selectBinocular {
|
||||
displayName = "$STR_ACE_WeaponSelect_SelectBinocular";
|
||||
condition = QUOTE([_player] call EFUNC(common,canUseWeapon));
|
||||
statement = QUOTE([ARR_2(_player, binocular _player)] call FUNC(selectWeaponMode););
|
||||
exceptions[] = {QEGVAR(interaction,isNotEscorting)};
|
||||
key = 6;
|
||||
shift = 0;
|
||||
control = 0;
|
||||
alt = 0;
|
||||
};
|
||||
class selectGrenadeFrag {
|
||||
displayName = "$STR_ACE_WeaponSelect_SelectGrenadeFrag";
|
||||
condition = QUOTE([_player] call EFUNC(common,canUseWeapon));
|
||||
statement = QUOTE([_player] call FUNC(selectGrenadeFrag););
|
||||
exceptions[] = {QEGVAR(interaction,isNotEscorting)};
|
||||
key = 7;
|
||||
shift = 0;
|
||||
control = 0;
|
||||
alt = 0;
|
||||
};
|
||||
class selectGrenadeOther {
|
||||
displayName = "$STR_ACE_WeaponSelect_SelectGrenadeOther";
|
||||
condition = QUOTE([_player] call EFUNC(common,canUseWeapon));
|
||||
statement = QUOTE([_player] call FUNC(selectGrenadeOther););
|
||||
exceptions[] = {QEGVAR(interaction,isNotEscorting)};
|
||||
key = 8;
|
||||
shift = 0;
|
||||
control = 0;
|
||||
alt = 0;
|
||||
};
|
||||
class holsterWeapon {
|
||||
displayName = "$STR_ACE_WeaponSelect_HolsterWeapon";
|
||||
condition = QUOTE([_player] call EFUNC(common,canUseWeapon));
|
||||
statement = QUOTE([_player] call FUNC(putWeaponAway););
|
||||
exceptions[] = {QEGVAR(interaction,isNotEscorting)};
|
||||
key = 11;
|
||||
shift = 0;
|
||||
control = 0;
|
||||
alt = 0;
|
||||
};
|
||||
|
||||
class engineOn {
|
||||
displayName = "$STR_ACE_WeaponSelect_EngineOn";
|
||||
condition = QUOTE(_player != _vehicle && {_player == driver _vehicle} && {!isEngineOn _vehicle});
|
||||
statement = QUOTE(_vehicle engineOn true;);
|
||||
key = 3;
|
||||
shift = 0;
|
||||
control = 0;
|
||||
alt = 0;
|
||||
};
|
||||
class engineOff {
|
||||
displayName = "$STR_ACE_WeaponSelect_EngineOff";
|
||||
condition = QUOTE(_player != _vehicle && {_player == driver _vehicle} && {isEngineOn _vehicle});
|
||||
statement = QUOTE(_vehicle engineOn false;);
|
||||
key = 2;
|
||||
shift = 0;
|
||||
control = 0;
|
||||
alt = 0;
|
||||
};
|
||||
|
||||
class selectMaingun {
|
||||
displayName = "$STR_ACE_WeaponSelect_SelectMainGun";
|
||||
condition = QUOTE(_player != _vehicle);
|
||||
statement = QUOTE([ARR_3(_player, _vehicle, 0)] call FUNC(selectWeaponVehicle););
|
||||
key = 4;
|
||||
shift = 0;
|
||||
control = 0;
|
||||
alt = 0;
|
||||
};
|
||||
class selectMachineGun {
|
||||
displayName = "$STR_ACE_WeaponSelect_SelectMachineGun";
|
||||
condition = QUOTE(_player != _vehicle);
|
||||
statement = QUOTE([ARR_3(_player, _vehicle, 1)] call FUNC(selectWeaponVehicle););
|
||||
key = 5;
|
||||
shift = 0;
|
||||
control = 0;
|
||||
alt = 0;
|
||||
};
|
||||
class selectMissile {
|
||||
displayName = "$STR_ACE_WeaponSelect_SelectMissiles";
|
||||
condition = QUOTE(_player != _vehicle);
|
||||
statement = QUOTE([ARR_3(_player, _vehicle, 2)] call FUNC(selectWeaponVehicle););
|
||||
key = 6;
|
||||
shift = 0;
|
||||
control = 0;
|
||||
alt = 0;
|
||||
};
|
||||
|
||||
class fireSmokeLauncher {
|
||||
displayName = "$STR_ACE_WeaponSelect_FireSmokeLauncher";
|
||||
condition = QUOTE(_player != _vehicle && {_player == commander _vehicle});
|
||||
statement = QUOTE([_vehicle] call FUNC(fireSmokeLauncher););
|
||||
key = 10;
|
||||
shift = 0;
|
||||
control = 0;
|
||||
alt = 0;
|
||||
};
|
||||
};
|
@ -0,0 +1,55 @@
|
||||
/*
|
||||
* Author: CAA-Picard
|
||||
*
|
||||
* Count how many grenade magazines the unit has on the uniform and vest.
|
||||
*
|
||||
* Argument:
|
||||
* 0: Muzzle name
|
||||
*
|
||||
* Return value:
|
||||
* 0: Number of magazines
|
||||
* 1: First magazine name
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_unit", "_muzzle"];
|
||||
|
||||
_unit = _this select 0;
|
||||
_muzzle = _this select 1;
|
||||
|
||||
private ["_uniformMags", "_vestMags", "_backPackMags"];
|
||||
|
||||
_uniformMags = getMagazineCargo uniformContainer _unit;
|
||||
_vestMags = getMagazineCargo vestContainer _unit;
|
||||
_backPackMags = getMagazineCargo backpackContainer _unit;
|
||||
|
||||
private ["_numberOfMagazines", "_magazineClasses", "_firstMagazine"];
|
||||
|
||||
_numberOfMagazines = 0;
|
||||
_magazineClasses = getArray (configFile >> "CfgWeapons" >> "Throw" >> _muzzle >> "magazines");
|
||||
_firstMagazine = _magazineClasses select 0;
|
||||
|
||||
{
|
||||
private ["_indexInUniform", "_indexInVest", "_indexInBackpack"];
|
||||
|
||||
_indexInUniform = (_uniformMags select 0) find _x;
|
||||
if (_indexInUniform > -1) then {
|
||||
_numberOfMagazines = _numberOfMagazines + ((_uniformMags select 1) select _indexInUniform);
|
||||
_firstMagazine = _x;
|
||||
};
|
||||
|
||||
_indexInVest = (_vestMags select 0) find _x;
|
||||
if (_indexInVest > -1) then {
|
||||
_numberOfMagazines = _numberOfMagazines + ((_vestMags select 1) select _indexInVest);
|
||||
_firstMagazine = _x;
|
||||
};
|
||||
|
||||
_indexInBackpack = (_backpackMags select 0) find _x;
|
||||
if (_indexInBackpack > -1) then {
|
||||
_numberOfMagazines = _numberOfMagazines + ((_backpackMags select 1) select _indexInBackpack);
|
||||
_firstMagazine = _x;
|
||||
};
|
||||
|
||||
} forEach _magazineClasses;
|
||||
|
||||
[_numberOfMagazines, _firstMagazine]
|
@ -10,18 +10,19 @@
|
||||
* Return value:
|
||||
* None
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_magazine", "_numberofMagazines"];
|
||||
|
||||
_magazine = _this select 0;
|
||||
_numberofMagazines = _this select 1;
|
||||
|
||||
_color = [];
|
||||
if (_numberOfMagazines > 0) then {
|
||||
_color = [1,1,1];
|
||||
} else {
|
||||
_color = [1,0,0];
|
||||
};
|
||||
private ["_color", "_name", "_text", "_picture"];
|
||||
|
||||
_color = [[1,0,0], [1,1,1]] select (_numberOfMagazines > 0);
|
||||
_name = getText (configFile >> "CfgMagazines" >> _magazine >> "displayNameShort");
|
||||
|
||||
_text = [format["%1 x%2", _name, _numberOfMagazines], _color] call EFUNC(common,stringToColoredText);
|
||||
_picture = getText (configFile >> "CfgMagazines" >> _magazine >> "picture");
|
||||
_text = [format["%1 x%2", _name, _numberOfMagazines], _color] call AGM_Core_fnc_stringToColoredText;
|
||||
[_text, _picture] call AGM_Core_fnc_displayTextPicture;
|
||||
|
||||
[_text, _picture] call EFUNC(common,displayTextPicture);
|
@ -0,0 +1,35 @@
|
||||
// by commy2
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_type", "_allMags", "_allMuzzles", "_magazines"];
|
||||
|
||||
_type = _this select 0; //"All", "Frag" or "NonFrag"
|
||||
|
||||
_allMags = missionNamespace getVariable [format [QGVAR(%1Magazines), _type], []];
|
||||
_allMuzzles = missionNamespace getVariable [format [QGVAR(%1Muzzles), _type], []];
|
||||
|
||||
_magazines = magazines ACE_player;
|
||||
|
||||
private ["_start", "_index", "_nextMagazine"];
|
||||
|
||||
_start = [GVAR(CurrentGrenadeMuzzleOther), GVAR(CurrentGrenadeMuzzleFrag)] select GVAR(CurrentGrenadeMuzzleIsFrag);
|
||||
_index = _allMuzzles find _start;
|
||||
|
||||
scopeName "SearchMain";
|
||||
|
||||
_nextMagazine = "";
|
||||
for "_index" from (_index + 1) to (count _allMuzzles - 1) do {
|
||||
{
|
||||
if (_x in (_allMags select _index)) exitWith {_nextMagazine = _x; breakTo "SearchMain"};
|
||||
} count _magazines;
|
||||
};
|
||||
|
||||
if (_nextMagazine != "") exitWith {_nextMagazine};
|
||||
|
||||
for "_index" from 0 to _index do {
|
||||
{
|
||||
if (_x in (_allMags select _index)) exitWith {_nextMagazine = _x; breakTo "SearchMain"};
|
||||
} count _magazines;
|
||||
};
|
||||
|
||||
_nextMagazine
|
35
addons/weaponselect/functions/fnc_findNextGrenadeMuzzle.sqf
Normal file
35
addons/weaponselect/functions/fnc_findNextGrenadeMuzzle.sqf
Normal file
@ -0,0 +1,35 @@
|
||||
// by commy2
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_type", "_allMags", "_allMuzzles", "_magazines"];
|
||||
|
||||
_type = _this select 0; //"All", "Frag" or "NonFrag"
|
||||
|
||||
_allMags = missionNamespace getVariable [format [QGVAR(%1Magazines), _type], []];
|
||||
_allMuzzles = missionNamespace getVariable [format [QGVAR(%1Muzzles), _type], []];
|
||||
|
||||
_magazines = magazines ACE_player;
|
||||
|
||||
private ["_start", "_index", "_nextMuzzle"];
|
||||
|
||||
_start = [GVAR(CurrentGrenadeMuzzleOther), GVAR(CurrentGrenadeMuzzleFrag)] select GVAR(CurrentGrenadeMuzzleIsFrag);
|
||||
_index = _allMuzzles find _start;
|
||||
|
||||
scopeName "SearchMain";
|
||||
|
||||
_nextMuzzle = "";
|
||||
for "_index" from (_index + 1) to (count _allMuzzles - 1) do {
|
||||
{
|
||||
if (_x in (_allMags select _index)) exitWith {_nextMuzzle = _allMuzzles select _index; breakTo "SearchMain"};
|
||||
} count _magazines;
|
||||
};
|
||||
|
||||
if (_nextMuzzle != "") exitWith {_nextMuzzle};
|
||||
|
||||
for "_index" from 0 to _index do {
|
||||
{
|
||||
if (_x in (_allMags select _index)) exitWith {_nextMuzzle = _allMuzzles select _index; breakTo "SearchMain"};
|
||||
} count _magazines;
|
||||
};
|
||||
|
||||
_nextMuzzle
|
39
addons/weaponselect/functions/fnc_fireSmokeLauncher.sqf
Normal file
39
addons/weaponselect/functions/fnc_fireSmokeLauncher.sqf
Normal file
@ -0,0 +1,39 @@
|
||||
// by commy2
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_vehicle", "_turret", "_weapons"];
|
||||
|
||||
_vehicle = _this select 0;
|
||||
|
||||
_turret = [typeOf _vehicle] call EFUNC(common,getTurretCommander);
|
||||
|
||||
_weapons = _vehicle weaponsTurret _turret;
|
||||
|
||||
if (
|
||||
count _weapons > 1
|
||||
|| {count _weapons > 0 && {!(_weapons select 0 in ["SmokeLauncher", "BWA3_SmokeLauncher"])}} // @todo somebody might use custom smoke launcher weapons aswell, maybe ...
|
||||
) then {
|
||||
//This doesn't work reliably for vehilces with additional weapons for the commander. Select smoke launcher instead.
|
||||
|
||||
private "_index";
|
||||
|
||||
// avoid infinite loop
|
||||
if !("SmokeLauncher" in _weapons) exitWith {};
|
||||
|
||||
_index = 0;
|
||||
while {
|
||||
_vehicle currentWeaponTurret _turret != "SmokeLauncher"
|
||||
} do {
|
||||
[commander _vehicle, _vehicle, _index] call FUNC(selectWeaponVehicle);
|
||||
_index = _index + 1;
|
||||
};
|
||||
|
||||
} else {
|
||||
// fire away!
|
||||
|
||||
private "_logic";
|
||||
|
||||
_logic = createGroup sideLogic createUnit ["Logic", [0,0,0], [], 0, "NONE"];
|
||||
_logic action ["useWeapon", _vehicle, commander _vehicle, 0];
|
||||
deleteVehicle _logic;
|
||||
};
|
4
addons/weaponselect/functions/fnc_getSelectedGrenade.sqf
Normal file
4
addons/weaponselect/functions/fnc_getSelectedGrenade.sqf
Normal file
@ -0,0 +1,4 @@
|
||||
// by commy2
|
||||
#include "script_component.hpp"
|
||||
|
||||
[GVAR(CurrentGrenadeMuzzleOther), GVAR(CurrentGrenadeMuzzleFrag)] select GVAR(CurrentGrenadeMuzzleIsFrag)
|
@ -9,6 +9,7 @@
|
||||
* Return value:
|
||||
* All firing modes (Array)
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_weapon", "_modes"];
|
||||
|
||||
@ -16,11 +17,14 @@ _weapon = _this select 0;
|
||||
|
||||
_modes = [];
|
||||
{
|
||||
if (getNumber (configFile >> "CfgWeapons" >> _weapon >> _x >> "showToPlayer") == 1) then {
|
||||
_modes pushBack _x;
|
||||
};
|
||||
if (_x == "this") then {
|
||||
_modes pushBack _weapon;
|
||||
};
|
||||
if (getNumber (configFile >> "CfgWeapons" >> _weapon >> _x >> "showToPlayer") == 1) then {
|
||||
_modes pushBack _x;
|
||||
};
|
||||
|
||||
if (_x == "this") then {
|
||||
_modes pushBack _weapon;
|
||||
};
|
||||
|
||||
} forEach getArray (configfile >> "CfgWeapons" >> _weapon >> "modes");
|
||||
|
||||
_modes
|
@ -9,6 +9,7 @@
|
||||
* Return value:
|
||||
* All weapon muzzles (Array)
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_weapon", "_muzzles"];
|
||||
|
||||
@ -17,6 +18,7 @@ _weapon = _this select 0;
|
||||
_muzzles = getArray (configFile >> "CfgWeapons" >> _weapon >> "muzzles");
|
||||
|
||||
if ("this" in _muzzles) then {
|
||||
_muzzles set [_muzzles find "this", _weapon];
|
||||
_muzzles set [_muzzles find "this", _weapon];
|
||||
};
|
||||
|
||||
_muzzles
|
@ -1,4 +1,5 @@
|
||||
// by commy2
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_unit", "_weapon", "_sound"];
|
||||
|
||||
@ -11,12 +12,12 @@ if (count _sound == 0) exitWith {};
|
||||
|
||||
// add file extension
|
||||
if call {
|
||||
{
|
||||
if (toLower (_sound select 0) find _x == count toArray (_sound select 0) - count toArray _x - 1) exitWith {false};
|
||||
true
|
||||
} forEach [".wav", ".ogg", ".wss"];
|
||||
{
|
||||
if (toLower (_sound select 0) find _x == count toArray (_sound select 0) - count toArray _x - 1) exitWith {false};
|
||||
true
|
||||
} forEach [".wav", ".ogg", ".wss"];
|
||||
} then {
|
||||
_sound set [0, (_sound select 0) + ".wss"];
|
||||
_sound set [0, (_sound select 0) + ".wss"];
|
||||
};
|
||||
|
||||
// add default volume, pitch and distance
|
@ -9,11 +9,12 @@
|
||||
* Return value:
|
||||
* None.
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private "_player";
|
||||
private "_unit";
|
||||
|
||||
_player = _this select 0;
|
||||
_unit = _this select 0;
|
||||
|
||||
[_player] call AGM_Core_fnc_fixLoweredRifleAnimation;
|
||||
[_unit] call EFUNC(common,fixLoweredRifleAnimation);
|
||||
|
||||
_player action ["SwitchWeapon", _player, _player, 99];
|
||||
_unit action ["SwitchWeapon", _unit, _unit, 99];
|
50
addons/weaponselect/functions/fnc_selectGrenadeAll.sqf
Normal file
50
addons/weaponselect/functions/fnc_selectGrenadeAll.sqf
Normal file
@ -0,0 +1,50 @@
|
||||
/*
|
||||
* Author: CAA-Picard, commy2
|
||||
*
|
||||
* Cycle through all grenades.
|
||||
*
|
||||
* Argument:
|
||||
* None
|
||||
*
|
||||
* Return value:
|
||||
* None
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_unit", "_nextMuzzle"];
|
||||
|
||||
_unit = _this select 0;
|
||||
|
||||
_nextMuzzle = ["All"] call FUNC(findNextGrenadeMuzzle);
|
||||
|
||||
if (_nextMuzzle != "") then {
|
||||
|
||||
|
||||
private ["_magazines", "_magazine", "_count", "_return"];
|
||||
_magazines = GVAR(AllMagazines) select (GVAR(AllMuzzles) find _nextMuzzle);
|
||||
reverse _magazines;
|
||||
|
||||
_magazine = "";
|
||||
_count = {_return = _x in _magazines; if (_return) then {_magazine = _x}; _return} count magazines _unit;
|
||||
|
||||
// There is a muzzle with magazines --> cycle to it
|
||||
[_unit, _nextMuzzle] call FUNC(setNextGrenadeMuzzle);
|
||||
|
||||
[_magazine, _count] call FUNC(displayGrenadeTypeAndNumber);
|
||||
|
||||
} else {
|
||||
// There is a no muzzle with magazines --> select nothing
|
||||
GVAR(CurrentGrenadeMuzzleFrag) = ""; GVAR(CurrentGrenadeMuzzleOther) = "";
|
||||
|
||||
_text = [localize "STR_ACE_WeaponSelect_NoGrenadesLeft", [1,0,0]] call EFUNC(common,stringToColoredText);
|
||||
[composeText [lineBreak, _text]] call EFUNC(common,displayTextStructured);
|
||||
|
||||
};
|
||||
|
||||
if (_nextMuzzle in GVAR(FragMuzzles)) then {
|
||||
GVAR(CurrentGrenadeMuzzleFrag) = _nextMuzzle;
|
||||
GVAR(CurrentGrenadeMuzzleIsFrag) = true;
|
||||
} else {
|
||||
GVAR(CurrentGrenadeMuzzleOther) = _nextMuzzle;
|
||||
GVAR(CurrentGrenadeMuzzleIsFrag) = false;
|
||||
};
|
44
addons/weaponselect/functions/fnc_selectGrenadeFrag.sqf
Normal file
44
addons/weaponselect/functions/fnc_selectGrenadeFrag.sqf
Normal file
@ -0,0 +1,44 @@
|
||||
/*
|
||||
* Author: CAA-Picard, commy2
|
||||
*
|
||||
* Cycle through frags.
|
||||
*
|
||||
* Argument:
|
||||
* None
|
||||
*
|
||||
* Return value:
|
||||
* None
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_unit", "_nextMuzzle"];
|
||||
|
||||
_unit = _this select 0;
|
||||
|
||||
_nextMuzzle = ["Frag"] call FUNC(findNextGrenadeMuzzle);
|
||||
|
||||
if (_nextMuzzle != "") then {
|
||||
GVAR(CurrentGrenadeMuzzleFrag) = _nextMuzzle;
|
||||
|
||||
private ["_magazines", "_magazine", "_count", "_return"];
|
||||
_magazines = GVAR(FragMagazines) select (GVAR(FragMuzzles) find _nextMuzzle);
|
||||
reverse _magazines;
|
||||
|
||||
_magazine = "";
|
||||
_count = {_return = _x in _magazines; if (_return) then {_magazine = _x}; _return} count magazines _unit;
|
||||
|
||||
// There is a muzzle with magazines --> cycle to it
|
||||
[_unit, _nextMuzzle] call FUNC(setNextGrenadeMuzzle);
|
||||
|
||||
[_magazine, _count] call FUNC(displayGrenadeTypeAndNumber);
|
||||
|
||||
} else {
|
||||
// There is a no muzzle with magazines --> select nothing
|
||||
GVAR(CurrentGrenadeMuzzleFrag) = "";
|
||||
|
||||
_text = [localize "STR_ACE_WeaponSelect_NoFragsLeft", [1,0,0]] call EFUNC(common,stringToColoredText);
|
||||
[composeText [lineBreak, _text]] call EFUNC(common,displayTextStructured);
|
||||
|
||||
};
|
||||
|
||||
GVAR(CurrentGrenadeMuzzleIsFrag) = true;
|
44
addons/weaponselect/functions/fnc_selectGrenadeOther.sqf
Normal file
44
addons/weaponselect/functions/fnc_selectGrenadeOther.sqf
Normal file
@ -0,0 +1,44 @@
|
||||
/*
|
||||
* Author: CAA-Picard, commy2
|
||||
*
|
||||
* Cycle through non explosive grenades.
|
||||
*
|
||||
* Argument:
|
||||
* None
|
||||
*
|
||||
* Return value:
|
||||
* None
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_unit", "_nextMuzzle"];
|
||||
|
||||
_unit = _this select 0;
|
||||
|
||||
_nextMuzzle = ["NonFrag"] call FUNC(findNextGrenadeMuzzle);
|
||||
|
||||
if (_nextMuzzle != "") then {
|
||||
GVAR(CurrentGrenadeMuzzleOther) = _nextMuzzle;
|
||||
|
||||
private ["_magazines", "_magazine", "_count", "_return"];
|
||||
_magazines = GVAR(NonFragMagazines) select (GVAR(NonFragMuzzles) find _nextMuzzle);
|
||||
reverse _magazines;
|
||||
|
||||
_magazine = "";
|
||||
_count = {_return = _x in _magazines; if (_return) then {_magazine = _x}; _return} count magazines _unit;
|
||||
|
||||
// There is a muzzle with magazines --> cycle to it
|
||||
[_unit, _nextMuzzle] call FUNC(setNextGrenadeMuzzle);
|
||||
|
||||
[_magazine, _count] call FUNC(displayGrenadeTypeAndNumber);
|
||||
|
||||
} else {
|
||||
// There is a no muzzle with magazines --> select nothing
|
||||
GVAR(CurrentGrenadeMuzzleOther) = "";
|
||||
|
||||
_text = [localize "STR_ACE_WeaponSelect_NoMiscGrenadeLeft", [1,0,0]] call EFUNC(common,stringToColoredText);
|
||||
[composeText [lineBreak, _text]] call EFUNC(common,displayTextStructured);
|
||||
|
||||
};
|
||||
|
||||
GVAR(CurrentGrenadeMuzzleIsFrag) = false;
|
53
addons/weaponselect/functions/fnc_selectWeaponMode.sqf
Normal file
53
addons/weaponselect/functions/fnc_selectWeaponMode.sqf
Normal file
@ -0,0 +1,53 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
*
|
||||
* The player will select the specified weapon or will change to the next firing mode if the weapon was already selected.
|
||||
*
|
||||
* Argument:
|
||||
* 0: A weapon (String)
|
||||
*
|
||||
* Return value:
|
||||
* None.
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_unit", "_weapon"];
|
||||
|
||||
_unit = _this select 0;
|
||||
_weapon = _this select 1;
|
||||
|
||||
if (_weapon == "") exitWith {};
|
||||
|
||||
if (currentWeapon _unit != _weapon) exitWith {
|
||||
_unit selectWeapon _weapon;
|
||||
};
|
||||
|
||||
// unlock safety
|
||||
if (_weapon in (_unit getVariable [QEGVAR(safemode,safedWeapons), []])) exitWith {
|
||||
[_unit, _weapon, _weapon] call EFUNC(safemode,unlockSafety);
|
||||
};
|
||||
|
||||
private ["_muzzles", "_modes"];
|
||||
|
||||
_muzzles = [_weapon] call FUNC(getWeaponMuzzles);
|
||||
_modes = [_weapon] call FUNC(getWeaponModes);
|
||||
|
||||
|
||||
private ["_index", "_muzzle", "_mode"];
|
||||
|
||||
_index = (_modes find currentWeaponMode _unit) + 1;
|
||||
if (_index > count _modes - 1) then {_index = 0};
|
||||
|
||||
_muzzle = _muzzles select 0;
|
||||
_mode = _modes select _index;
|
||||
|
||||
_index = 0;
|
||||
while {
|
||||
_index < 100 && {currentMuzzle _unit != _muzzle || {currentWeaponMode _unit != _mode}}
|
||||
} do {
|
||||
_unit action ["SwitchWeapon", _unit, _unit, _index];
|
||||
_index = _index + 1;
|
||||
};
|
||||
|
||||
// play fire mode selector sound
|
||||
[_unit, _weapon] call FUNC(playChangeFiremodeSound);
|
50
addons/weaponselect/functions/fnc_selectWeaponMuzzle.sqf
Normal file
50
addons/weaponselect/functions/fnc_selectWeaponMuzzle.sqf
Normal file
@ -0,0 +1,50 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
*
|
||||
* The player will select the specified weapon and change to the first additional muzzle. E.g. the grenade launcher of a assault rifle.
|
||||
*
|
||||
* Argument:
|
||||
* 0: A weapon (String)
|
||||
*
|
||||
* Return value:
|
||||
* None.
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_unit", "_weapon"];
|
||||
|
||||
_unit = _this select 0;
|
||||
_weapon = _this select 1;
|
||||
|
||||
if (_weapon == "") exitWith {};
|
||||
|
||||
private "_muzzles";
|
||||
_muzzles = [_weapon] call FUNC(getWeaponMuzzles);
|
||||
|
||||
if (currentWeapon _unit != _weapon) exitWith {
|
||||
if (count _muzzles > 1) then {
|
||||
|
||||
// unlock safety
|
||||
/*if (_weapon in (_unit getVariable [QEGVAR(safemode,safedWeapons), []])) exitWith {
|
||||
[_unit, _weapon, _muzzles select 1] call EFUNC(safemode,unlockSafety);
|
||||
};*/
|
||||
|
||||
_unit selectWeapon (_muzzles select 1);
|
||||
};
|
||||
};
|
||||
|
||||
private ["_index", "_muzzle"];
|
||||
|
||||
_index = (_muzzles find currentMuzzle _unit) + 1;
|
||||
if (_index > count _muzzles - 1) then {_index = 1};
|
||||
|
||||
_muzzle = _muzzles select _index;
|
||||
|
||||
|
||||
_index = 0;
|
||||
while {
|
||||
_index < 100 && {currentMuzzle _unit != _muzzle}
|
||||
} do {
|
||||
_unit action ["SwitchWeapon", _unit, _unit, _index];
|
||||
_index = _index + 1;
|
||||
};
|
45
addons/weaponselect/functions/fnc_selectWeaponVehicle.sqf
Normal file
45
addons/weaponselect/functions/fnc_selectWeaponVehicle.sqf
Normal file
@ -0,0 +1,45 @@
|
||||
// by commy2
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_unit", "_vehicle", "_index"];
|
||||
|
||||
_unit = _this select 0;
|
||||
_vehicle = _this select 1;
|
||||
_index = _this select 2;
|
||||
|
||||
private "_turret";
|
||||
_turret = [_unit] call EFUNC(common,getTurretIndex);
|
||||
|
||||
if (_turret isEqualTo [] && {_unit == driver _vehicle}) then {
|
||||
private ["_weapons", "_weapon"];
|
||||
|
||||
_weapons = weapons _vehicle;
|
||||
if (_index > count _weapons - 1) exitWith {};
|
||||
|
||||
_weapon = _weapons select _index;
|
||||
|
||||
_index = 0;
|
||||
while {
|
||||
_index < 100 && {currentWeapon _vehicle != _weapon}
|
||||
} do {
|
||||
_unit action ["SwitchWeapon", _vehicle, _unit, _index];
|
||||
_index = _index + 1;
|
||||
};
|
||||
|
||||
} else {
|
||||
private ["_weapons", "_weapon"];
|
||||
|
||||
_weapons = _vehicle weaponsTurret _turret;
|
||||
if (_index > count _weapons - 1) exitWith {};
|
||||
|
||||
_weapon = _weapons select _index;
|
||||
|
||||
_index = 0;
|
||||
while {
|
||||
_index < 100 && {_vehicle currentWeaponTurret _turret != _weapon}
|
||||
} do {
|
||||
_unit action ["SwitchWeapon", _vehicle, _unit, _index];
|
||||
_index = _index + 1;
|
||||
};
|
||||
|
||||
};
|
121
addons/weaponselect/functions/fnc_setNextGrenadeMuzzle.sqf
Normal file
121
addons/weaponselect/functions/fnc_setNextGrenadeMuzzle.sqf
Normal file
@ -0,0 +1,121 @@
|
||||
/*
|
||||
* Author: CAA-Picard
|
||||
*
|
||||
* Select the next grenade muzzle to throw.
|
||||
*
|
||||
* Argument:
|
||||
* muzzle name
|
||||
*
|
||||
* Return value:
|
||||
* None
|
||||
*
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_unit", "_muzzle"];
|
||||
|
||||
_unit = _this select 0;
|
||||
_muzzle = _this select 1;
|
||||
|
||||
private ["_uniformMags", "_vestMags", "_backPackMags"];
|
||||
|
||||
_uniformMags = getMagazineCargo uniformContainer _unit;
|
||||
_vestMags = getMagazineCargo vestContainer _unit;
|
||||
_backPackMags = getMagazineCargo backpackContainer _unit;
|
||||
|
||||
private ["_uniformMagsToRemove", "_vestMagsToRemove", "_backPackMagsToRemove"];
|
||||
|
||||
_uniformMagsToRemove = [];
|
||||
_vestMagsToRemove = [];
|
||||
_backPackMagsToRemove = [];
|
||||
|
||||
private ["_firstMagazine", "_throwMuzzleNames"];
|
||||
|
||||
_firstMagazine = "";
|
||||
_throwMuzzleNames = getArray (configfile >> "CfgWeapons" >> "Throw" >> "muzzles");
|
||||
|
||||
// Collect which magazines to remove
|
||||
{
|
||||
private "_muzzleMagazines";
|
||||
_muzzleMagazines = getArray (configFile >> "CfgWeapons" >> "Throw" >> _x >> "magazines" );
|
||||
|
||||
if (_x != _muzzle) then {
|
||||
|
||||
{
|
||||
private "_index";
|
||||
_index = (_uniformMags select 0) find _x;
|
||||
if (_index > -1) then {
|
||||
_uniformMagsToRemove = _uniformMagsToRemove + [[_x, (_uniformMags select 1) select _index]];
|
||||
};
|
||||
|
||||
_index = (_vestMags select 0) find _x;
|
||||
if (_index > -1) then {
|
||||
_vestMagsToRemove = _vestMagsToRemove + [[_x, (_vestMags select 1) select _index]];
|
||||
};
|
||||
|
||||
_index = (_backpackMags select 0) find _x;
|
||||
if (_index > -1) then {
|
||||
_backpackMagsToRemove = _backpackMagsToRemove + [[_x, (_backpackMags select 1) select _index]];
|
||||
};
|
||||
} forEach _muzzleMagazines;
|
||||
|
||||
} else {
|
||||
|
||||
{
|
||||
private "_index";
|
||||
_index = (_uniformMags select 0) find _x;
|
||||
if (_index > -1) then {
|
||||
_firstMagazine = _x;
|
||||
};
|
||||
|
||||
_index = (_vestMags select 0) find _x;
|
||||
if (_index > -1) then {
|
||||
_firstMagazine = _x;
|
||||
};
|
||||
|
||||
_index = (_backpackMags select 0) find _x;
|
||||
if (_index > -1) then {
|
||||
_firstMagazine = _x;
|
||||
};
|
||||
} forEach _muzzleMagazines;
|
||||
|
||||
};
|
||||
} forEach _throwMuzzleNames;
|
||||
|
||||
// Remove all magazines except those we are switching to --> this breaks the selector
|
||||
{
|
||||
for [{_i = 0}, {_i < (_x select 1)}, {_i = _i + 1}] do {
|
||||
_unit removeItem (_x select 0);
|
||||
};
|
||||
} forEach _uniformMagsToRemove;
|
||||
|
||||
{
|
||||
for [{_i = 0}, {_i < (_x select 1)}, {_i = _i + 1}] do {
|
||||
_unit removeItem (_x select 0);
|
||||
};
|
||||
} forEach _vestMagsToRemove;
|
||||
|
||||
{
|
||||
for [{_i = 0}, {_i < (_x select 1)}, {_i = _i + 1}] do {
|
||||
_unit removeItem (_x select 0);
|
||||
};
|
||||
} forEach _backPackMagsToRemove;
|
||||
|
||||
// Readd magazines
|
||||
{
|
||||
for [{_i = 0}, {_i < (_x select 1)}, {_i = _i + 1}] do {
|
||||
_unit addItemToUniform (_x select 0);
|
||||
};
|
||||
} forEach _uniformMagsToRemove;
|
||||
|
||||
{
|
||||
for [{_i = 0}, {_i < (_x select 1)}, {_i = _i + 1}] do {
|
||||
_unit addItemToVest (_x select 0);
|
||||
};
|
||||
} forEach _vestMagsToRemove;
|
||||
|
||||
{
|
||||
for [{_i = 0}, {_i < (_x select 1)}, {_i = _i + 1}] do {
|
||||
_unit addItemToBackpack (_x select 0);
|
||||
};
|
||||
} forEach _backPackMagsToRemove;
|
19
addons/weaponselect/functions/fnc_throwGrenade.sqf
Normal file
19
addons/weaponselect/functions/fnc_throwGrenade.sqf
Normal file
@ -0,0 +1,19 @@
|
||||
// by commy2
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_unit", "_weapon", "_magazine"];
|
||||
|
||||
_unit = _this select 0;
|
||||
_weapon = _this select 1;
|
||||
_magazine = _this select 5;
|
||||
|
||||
if (_weapon != "Throw") exitWith {};
|
||||
|
||||
private "_count";
|
||||
_count = {_x == _magazine} count magazines _unit;
|
||||
|
||||
[_magazine, _count] call FUNC(displayGrenadeTypeAndNumber);
|
||||
|
||||
if (_count == 0) then {
|
||||
if (GVAR(CurrentGrenadeMuzzleIsFrag)) then {GVAR(CurrentGrenadeMuzzleFrag) = ""} else {GVAR(CurrentGrenadeMuzzleOther) = ""};
|
||||
};
|
1
addons/weaponselect/functions/script_component.hpp
Normal file
1
addons/weaponselect/functions/script_component.hpp
Normal file
@ -0,0 +1 @@
|
||||
#include "\z\ace\addons\weaponselect\script_component.hpp"
|
12
addons/weaponselect/script_component.hpp
Normal file
12
addons/weaponselect/script_component.hpp
Normal file
@ -0,0 +1,12 @@
|
||||
#define COMPONENT weaponselect
|
||||
#include "\z\ace\addons\main\script_mod.hpp"
|
||||
|
||||
#ifdef DEBUG_ENABLED_WEAPONSELECT
|
||||
#define DEBUG_MODE_FULL
|
||||
#endif
|
||||
|
||||
#ifdef DEBUG_ENABLED_WEAPONSELECT
|
||||
#define DEBUG_SETTINGS DEBUG_ENABLED_WEAPONSELECT
|
||||
#endif
|
||||
|
||||
#include "\z\ace\addons\main\script_macros.hpp"
|
@ -1,8 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<!-- Edited with tabler - 2014-12-20 -->
|
||||
<Project name="AGM">
|
||||
<Project name="ACE">
|
||||
<Package name="WeaponSelect">
|
||||
<Key ID="STR_AGM_WeaponSelect_SelectPistol">
|
||||
<Key ID="STR_ACE_WeaponSelect_SelectPistol">
|
||||
<English>Select Pistol</English>
|
||||
<German>Pistole auswählen</German>
|
||||
<Spanish>Seleccionar pistola</Spanish>
|
||||
@ -14,7 +14,7 @@
|
||||
<Portuguese>Selecionar Pistola</Portuguese>
|
||||
<Italian>Seleziona la Pistola</Italian>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_WeaponSelect_SelectRifle">
|
||||
<Key ID="STR_ACE_WeaponSelect_SelectRifle">
|
||||
<English>Select Rifle</English>
|
||||
<German>Gewehr auswählen</German>
|
||||
<Spanish>Seleccionar fusil</Spanish>
|
||||
@ -26,7 +26,7 @@
|
||||
<Portuguese>Selecionar Rifle</Portuguese>
|
||||
<Italian>Seleziona il Fucile</Italian>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_WeaponSelect_SelectLauncher">
|
||||
<Key ID="STR_ACE_WeaponSelect_SelectLauncher">
|
||||
<English>Select Launcher</English>
|
||||
<German>Raketenwerfer auswählen</German>
|
||||
<Spanish>Seleccionar lanzador</Spanish>
|
||||
@ -38,7 +38,7 @@
|
||||
<Portuguese>Selecionar Lançador</Portuguese>
|
||||
<Italian>Seleziona il Lanciatore</Italian>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_WeaponSelect_SelectRifleMuzzle">
|
||||
<Key ID="STR_ACE_WeaponSelect_SelectRifleMuzzle">
|
||||
<English>Select Grenade Launcher</English>
|
||||
<German>Granatwerfer auswählen</German>
|
||||
<Spanish>Seleccionar lanzador de granadas</Spanish>
|
||||
@ -50,7 +50,7 @@
|
||||
<Portuguese>Selecionar Lança-Granadas</Portuguese>
|
||||
<Italian>Seleziona il Lanciagranate</Italian>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_WeaponSelect_SelectBinocular">
|
||||
<Key ID="STR_ACE_WeaponSelect_SelectBinocular">
|
||||
<English>Select Binoculars</English>
|
||||
<German>Fernglas auswählen</German>
|
||||
<Spanish>Seleccionar prismáticos</Spanish>
|
||||
@ -62,7 +62,7 @@
|
||||
<Portuguese>Selecionar Binóculos</Portuguese>
|
||||
<Italian>Seleziona il Binocolo</Italian>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_WeaponSelect_HolsterWeapon">
|
||||
<Key ID="STR_ACE_WeaponSelect_HolsterWeapon">
|
||||
<English>Holster Weapon</English>
|
||||
<German>Waffe holstern</German>
|
||||
<Spanish>Enfundar el arma</Spanish>
|
||||
@ -74,7 +74,7 @@
|
||||
<Portuguese>Guardar Arma</Portuguese>
|
||||
<Italian>Nascondi l'arma</Italian>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_WeaponSelect_EngineOn">
|
||||
<Key ID="STR_ACE_WeaponSelect_EngineOn">
|
||||
<English>Engine on</English>
|
||||
<German>Motor an</German>
|
||||
<Spanish>Encender motor</Spanish>
|
||||
@ -86,7 +86,7 @@
|
||||
<Italian>Motore acceso</Italian>
|
||||
<Russian>Включить двигатель</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_WeaponSelect_EngineOff">
|
||||
<Key ID="STR_ACE_WeaponSelect_EngineOff">
|
||||
<English>Engine off</English>
|
||||
<German>Motor aus</German>
|
||||
<Spanish>Apagar motor</Spanish>
|
||||
@ -98,7 +98,7 @@
|
||||
<Italian>Motore spento</Italian>
|
||||
<Russian>Выключить двигатель</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_WeaponSelect_SelectMainGun">
|
||||
<Key ID="STR_ACE_WeaponSelect_SelectMainGun">
|
||||
<English>Select Main Gun</English>
|
||||
<German>Hauptgeschütz auswählen</German>
|
||||
<Spanish>Seleccionar arma principal</Spanish>
|
||||
@ -110,7 +110,7 @@
|
||||
<Italian>Seleziona Arma Primaria</Italian>
|
||||
<Russian>Выбрать основное оружие</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_WeaponSelect_SelectMachineGun">
|
||||
<Key ID="STR_ACE_WeaponSelect_SelectMachineGun">
|
||||
<English>Select Machine Gun</English>
|
||||
<German>Maschinengewehr auswählen</German>
|
||||
<Spanish>Seleccionar ametralladora</Spanish>
|
||||
@ -122,7 +122,7 @@
|
||||
<Italian>Seleziona Mitragliatrice</Italian>
|
||||
<Russian>Выбрать пулемёт</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_WeaponSelect_SelectMissiles">
|
||||
<Key ID="STR_ACE_WeaponSelect_SelectMissiles">
|
||||
<English>Select Missiles</English>
|
||||
<German>Raketen auswählen</German>
|
||||
<Spanish>Seleccionar misiles</Spanish>
|
||||
@ -134,7 +134,7 @@
|
||||
<Italian>Seleziona Missili</Italian>
|
||||
<Russian>Выбрать ракеты</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_WeaponSelect_LoadGrenade">
|
||||
<Key ID="STR_ACE_WeaponSelect_LoadGrenade">
|
||||
<English>Grenade %1</English>
|
||||
<German>Granate %1</German>
|
||||
<Spanish>Granada %1</Spanish>
|
||||
@ -143,7 +143,7 @@
|
||||
<Hungarian>Gránát Kiválasztása</Hungarian>
|
||||
<Russian>Граната %1</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_WeaponSelect_ReadyGrenade">
|
||||
<Key ID="STR_ACE_WeaponSelect_ReadyGrenade">
|
||||
<English>Ready Grenade</English>
|
||||
<German>Granate nehmen</German>
|
||||
<Spanish>Granada lista</Spanish>
|
||||
@ -152,7 +152,7 @@
|
||||
<Hungarian>Kész Gránát</Hungarian>
|
||||
<Russian>Подготовить гранату</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_WeaponSelect_SelectGrenadeFrag">
|
||||
<Key ID="STR_ACE_WeaponSelect_SelectGrenadeFrag">
|
||||
<English>Select Frag Grenade</English>
|
||||
<German>Explosive Granate auswählen</German>
|
||||
<Spanish>Seleccionar granada de fragmenación</Spanish>
|
||||
@ -164,7 +164,7 @@
|
||||
<Italian>Seleziona Granata a Frammentazione</Italian>
|
||||
<Russian>Выбрать осколочную гранату</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_WeaponSelect_SelectGrenadeOther">
|
||||
<Key ID="STR_ACE_WeaponSelect_SelectGrenadeOther">
|
||||
<English>Select Non-Frag Grenade</English>
|
||||
<German>Nichtexplosive Granate auswählen</German>
|
||||
<Spanish>Seleccionar granada de no fragmentación</Spanish>
|
||||
@ -176,7 +176,7 @@
|
||||
<Italian>Seleziona Altre Granate</Italian>
|
||||
<Russian>Выбрать гранату</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_WeaponSelect_ThrowGrenade">
|
||||
<Key ID="STR_ACE_WeaponSelect_ThrowGrenade">
|
||||
<English>Throw Selected Grenade</English>
|
||||
<German>Gewählte Granate werfen</German>
|
||||
<Spanish>Arrojar granada seleccionada</Spanish>
|
||||
@ -188,7 +188,7 @@
|
||||
<Italian>Lancia la Granata Selezionata</Italian>
|
||||
<Russian>Бросить выбранную гранату</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_WeaponSelect_NoGrenadesLeft">
|
||||
<Key ID="STR_ACE_WeaponSelect_NoGrenadesLeft">
|
||||
<English>No grenades left</English>
|
||||
<German>Keine Granaten übrig</German>
|
||||
<Spanish>No quedan granadas</Spanish>
|
||||
@ -198,7 +198,7 @@
|
||||
<Hungarian>Nincs több gránát</Hungarian>
|
||||
<Russian>Гранат не осталось</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_WeaponSelect_NoFragsLeft">
|
||||
<Key ID="STR_ACE_WeaponSelect_NoFragsLeft">
|
||||
<English>No frags left</English>
|
||||
<German>Keine explosiven Granaten übrig</German>
|
||||
<Spanish>Sin granadas de fragmentación</Spanish>
|
||||
@ -210,7 +210,7 @@
|
||||
<Italian>Nessuna granata a frammentazione rimanente</Italian>
|
||||
<Russian>Осколочныких гранат нет</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_WeaponSelect_NoMiscGrenadeLeft">
|
||||
<Key ID="STR_ACE_WeaponSelect_NoMiscGrenadeLeft">
|
||||
<English>No misc. grenades left</English>
|
||||
<German>Keine nichtexplosiven Granaten übrig</German>
|
||||
<Spanish>Sin granadas de varias</Spanish>
|
||||
@ -222,7 +222,7 @@
|
||||
<Italian>Nessun'altra granata rimanente.</Italian>
|
||||
<Russian>Невзрывоопасные гранаты закончились</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_WeaponSelect_NoGrenadeSelected">
|
||||
<Key ID="STR_ACE_WeaponSelect_NoGrenadeSelected">
|
||||
<English>No grenade selected</English>
|
||||
<German>Keine Granate ausgewählt</German>
|
||||
<Spanish>Granada no seleccionada</Spanish>
|
||||
@ -234,7 +234,7 @@
|
||||
<Italian>Nessuna granata selezionata</Italian>
|
||||
<Russian>Нет выбранной гранаты</Russian>
|
||||
</Key>
|
||||
<Key ID="STR_AGM_WeaponSelect_FireSmokeLauncher">
|
||||
<Key ID="STR_ACE_WeaponSelect_FireSmokeLauncher">
|
||||
<English>Fire Smoke Launcher</English>
|
||||
<German>Rauchwand abfeuern</German>
|
||||
<Spanish>Disparar lanzador de humo</Spanish>
|
Loading…
Reference in New Issue
Block a user