AGM_SafeMode pre CBA

This commit is contained in:
Nicolás Badano
2015-01-17 17:01:47 -03:00
parent 16be448168
commit 7c41eb04e9
8 changed files with 0 additions and 0 deletions

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// by commy2
private ["_weapon", "_mode"];
_weapon = _this select 0;
_mode = getArray (configFile >> "CfgWeapons" >> _weapon >> "modes") select 0;
[_mode, _weapon] select (_mode == "this")

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// by commy2
private ["_unit", "_weapon", "_muzzle", "_safedWeapons"];
_unit = _this select 0;
_weapon = _this select 1;
_muzzle = _this select 2;
// don't immediately switch back
if (inputAction "nextWeapon" > 0) exitWith {};
_safedWeapons = _unit getVariable ["AGM_SafeMode_safedWeapons", []];
if (_weapon in _safedWeapons) exitWith {
_this call AGM_SafeMode_fnc_unlockSafety;
};
_safedWeapons pushBack _weapon;
_unit setVariable ["AGM_SafeMode_safedWeapons", _safedWeapons];
if (_unit getVariable ["AGM_SafeWeapon_actionID", -1] == -1) then {
private ["_condition", "_statement", "_id"];
_condition = {
if (
[_this select 1] call AGM_Core_fnc_canUseWeapon
&& {
if (currentMuzzle (_this select 1) in ((_this select 1) getVariable ["AGM_SafeMode_safedWeapons", []])) then {
if (inputAction "nextWeapon" > 0) exitWith {
[_this select 1, currentWeapon (_this select 1), currentMuzzle (_this select 1)] call AGM_SafeMode_fnc_unlockSafety;
false
};
true
} else {false}
}
) then {
// player hud
[false] call AGM_SafeMode_fnc_setSafeModeVisual;
true
} else {
// player hud
[true] call AGM_SafeMode_fnc_setSafeModeVisual;
false
}
};
_statement = {
[_this select 1, currentWeapon (_this select 1), currentMuzzle (_this select 1)] call AGM_SafeMode_fnc_unlockSafety;
};
//_id = [_unit, format ["<t color=""#FFFF00"" >%1</t>", localize "STR_AGM_SafeMode_TakeOffSafety"], "DefaultAction", _condition, {}, {true}, _statement, 10] call AGM_Core_fnc_addActionMenuEventHandler;
_id = [_unit, "DefaultAction", _condition, {}] call AGM_Core_fnc_addActionEventHandler;
_unit setVariable ["AGM_SafeWeapon_actionID", _id];
};
_unit selectWeapon _muzzle;//_weapon
// play fire mode selector sound
[_unit, _weapon, _muzzle] call AGM_SafeMode_fnc_playChangeFiremodeSound;
private "_picture";
_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
[localize "STR_AGM_SafeMode_PutOnSafety", _picture] call AGM_Core_fnc_displayTextPicture;

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// by commy2
private ["_unit", "_weapon", "_sound"];
_unit = _this select 0;
_weapon = _this select 1;
_sound = getArray (configFile >> "CfgWeapons" >> _weapon >> "changeFiremodeSound");
if (count _sound == 0) exitWith {
playSound "AGM_Sound_Click";
};
// 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"];
} then {
_sound set [0, (_sound select 0) + ".wss"];
};
// add default volume, pitch and distance
if (count _sound < 2) then {_sound pushBack 1};
if (count _sound < 3) then {_sound pushBack 1};
if (count _sound < 4) then {_sound pushBack 0};
private "_position";
_position = _unit modelToWorld (_unit selectionPosition "RightHand");
_position set [2, (_position select 2) + ((getPosASLW _unit select 2) - (getPosATL _unit select 2) max 0)];
playSound3D [_sound select 0, objNull, false, _position, _sound select 1, _sound select 2, _sound select 3];

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// by commy2
private ["_show", "_control"];
_show = _this select 0;
disableSerialization;
_control = (uiNamespace getVariable ["AGM_dlgSoldier", displayNull]) displayCtrl 187;
if (isNull _control) exitWith {};
if (_show) then {
private "_config";
_config = configFile >> "RscInGameUI" >> "RscUnitInfoSoldier" >> "WeaponInfoControlsGroupLeft" >> "controls" >> "CA_ModeTexture";
_control ctrlSetPosition [getNumber (_config >> "x"), getNumber (_config >> "y"), getNumber (_config >> "w"), getNumber (_config >> "h")];
_control ctrlCommit 0;
} else {
_control ctrlSetPosition [0, 0, 0, 0];
_control ctrlCommit 0;
};

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// by commy2
private ["_unit", "_weapon", "_muzzle", "_safedWeapons"];
_unit = _this select 0;
_weapon = _this select 1;
_muzzle = _this select 2;
_safedWeapons = _unit getVariable ["AGM_SafeMode_safedWeapons", []];
if (_weapon in _safedWeapons) then {
_safedWeapons = _safedWeapons - [_weapon];
_unit setVariable ["AGM_SafeMode_safedWeapons", _safedWeapons];
if (count _safedWeapons == 0) then {
private "_id";
_id = _unit getVariable ["AGM_SafeWeapon_actionID", -1];
//[_unit, "DefaultAction", _id] call AGM_Core_fnc_removeActionMenuEventHandler;
[_unit, "DefaultAction", _id] call AGM_Core_fnc_removeActionEventHandler;
_unit setVariable ["AGM_SafeWeapon_actionID", -1];
};
};
_unit selectWeapon _muzzle;
if (inputAction "nextWeapon" > 0) then {
// switch to the last mode to roll over to first after the default nextWeapon action
private ["_modes", "_mode", "_index"];
// get weapon modes
_modes = [];
{
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");
// select last mode
_mode = _modes select (count _modes - 1);
// switch to last mode
_index = 0;
while {
_index < 100 && {currentMuzzle _unit != _weapon || {currentWeaponMode _unit != _mode}}
} do {
_unit action ["SwitchWeapon", _unit, _unit, _index];
_index = _index + 1;
};
} else {
// play fire mode selector sound
[_unit, _weapon, _muzzle] call AGM_SafeMode_fnc_playChangeFiremodeSound;
};
// player hud
[true] call AGM_SafeMode_fnc_setSafeModeVisual;
private "_picture";
_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
[localize "STR_AGM_SafeMode_TookOffSafety", _picture] call AGM_Core_fnc_displayTextPicture;