Gunbag - Add weapon swapping (#7713)

* Gunbag Update

adds capability to swap a currently held primary weapon and the weapon current stored in the gunbag. Has a 1.5x time to complete compared to just adding or removing a weapon from the gunbag.

* Update stringtable.xml

* Update addons/gunbag/functions/fnc_swapWeapon.sqf

Update authors field to add credit to the original author of much of the changed code

Co-authored-by: Joko <hoffman.jonas95@gmail.com>

* Update addons/gunbag/functions/fnc_swapWeaponCallback.sqf

Update the virtual load in a more efficient way.

Co-authored-by: Joko <hoffman.jonas95@gmail.com>

* Update addons/gunbag/functions/fnc_swapWeaponCallback.sqf

Properly attribute author of majority of original code

Co-authored-by: Joko <hoffman.jonas95@gmail.com>

* Update stringtable.xml

* Update French translation

Co-authored-by: Elgin675 <elgin675@hotmail.com>

* Remove non-English translations

Leave translations open to translators

* Add CBA setting to enable weapon switching (Default false)

* Fixed variables and updated names for consistancy

* Convert from ACE Settings to CBA Settings

* Fix stringtable.xml indentation

* Update addons/gunbag/initSettings.sqf

Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>

* Update addons/gunbag/initSettings.sqf

Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>

* Update addons/gunbag/functions/fnc_swapGunbagCallback.sqf

Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>

* Update addons/gunbag/functions/fnc_swapGunbag.sqf

Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>

* Update addons/gunbag/functions/fnc_swapGunbagCallback.sqf

Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>

* Update addons/gunbag/initSettings.sqf

Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>

* Update addons/gunbag/initSettings.sqf

Co-authored-by: PabstMirror <pabstmirror@gmail.com>

* Update initSettings.sqf

Change default value to true

* Update CfgVehicles.hpp

Co-authored-by: Joko <hoffman.jonas95@gmail.com>
Co-authored-by: Elgin675 <elgin675@hotmail.com>
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
This commit is contained in:
mjc4wilton 2020-06-19 11:35:19 -04:00 committed by GitHub
parent 6525ae17b7
commit 7d4a2b07bb
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
8 changed files with 166 additions and 2 deletions

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@ -10,6 +10,13 @@ class CfgVehicles {
showDisabled = 0;
icon = QPATHTOF(ui\gunbag_icon_ca.paa);
};
class GVAR(weaponSwap) {
displayName = CSTRING(SwapGunbag);
condition = QUOTE((GVAR(swapGunbagEnabled)) && ([_target] call FUNC(hasGunbag)) && {[ARR_2(_player,_target)] call FUNC(canInteract) == 2});
statement = QUOTE([ARR_2(_player,_target)] call FUNC(swapGunbag));
showDisabled = 0;
icon = QPATHTOF(ui\gunbag_icon_ca.paa);
};
class GVAR(weaponOff) {
displayName = CSTRING(OffGunbag);
condition = QUOTE(([_target] call FUNC(hasGunbag)) && {[ARR_2(_player,_target)] call FUNC(canInteract) == 1});
@ -41,6 +48,13 @@ class CfgVehicles {
showDisabled = 0;
icon = QPATHTOF(ui\gunbag_icon_ca.paa);
};
class GVAR(weaponSwap) {
displayName = CSTRING(SwapGunbag);
condition = QUOTE((GVAR(swapGunbagEnabled)) && ([ARR_2(_player,_player)] call FUNC(canInteract) == 2));
statement = QUOTE([ARR_2(_player,_player)] call FUNC(swapGunbag));
showDisabled = 0;
icon = QPATHTOF(ui\gunbag_icon_ca.paa);
};
class GVAR(weaponOff) {
displayName = CSTRING(OffGunbag);
condition = QUOTE([ARR_2(_player,_player)] call FUNC(canInteract) == 1);

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@ -1,6 +1,8 @@
PREP(toGunbag);
PREP(toGunbagCallback);
PREP(swapGunbag);
PREP(swapGunbagCallback);
PREP(offGunbag);
PREP(offGunbagCallback);
PREP(status);

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@ -6,6 +6,8 @@ PREP_RECOMPILE_START;
#include "XEH_PREP.hpp"
PREP_RECOMPILE_END;
#include "initSettings.sqf"
// restore gunbag info after respawn
["CAManBase", "respawn", {
[{

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@ -8,7 +8,7 @@
* 1: Target <OBJECT>
*
* Return Value:
* -1: can't interact 0: empty gunbag 1: full gunbag <NUMBER>
* -1: can't interact 0: empty gunbag 1: full gunbag 2: full gunbag & has primary <NUMBER>
*
* Example:
* _canInteract = [player, target] call ace_gunbag_fnc_canInteract
@ -29,5 +29,7 @@ if ((_gunbag getVariable [QGVAR(gunbagWeapon), []]) isEqualTo [] && {_weapon !=
if (!((_gunbag getVariable [QGVAR(gunbagWeapon), []]) isEqualTo []) && {_weapon == ""}) then {
_result = 1;
};
if (!((_gunbag getVariable [QGVAR(gunbagWeapon), []]) isEqualTo []) && {_weapon != ""}) then {
_result = 2;
};
_result

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@ -0,0 +1,34 @@
#include "script_component.hpp"
/*
* Author: Ir0n1E and mjc4wilton
* Swap primary weapon and weapon in gunbag.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Target <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player, target] call ace_gunbag_fnc_swapGunbag
*
* Public: No
*/
params ["_unit", "_target"];
private _gunbag = backpackContainer _target;
_unit call EFUNC(common,goKneeling);
// play sound
if (["ace_backpacks"] call EFUNC(common,isModLoaded)) then {
[_target, _gunbag] call EFUNC(backpacks,backpackOpened);
};
[(PROGRESSBAR_TIME * 1.5), _this, {
(_this select 0) call FUNC(swapGunbagCallback)
}, {}, LLSTRING(swapGunbag),
{(_this select 0) call FUNC(canInteract) == 2}
] call EFUNC(common,progressBar);

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@ -0,0 +1,76 @@
#include "script_component.hpp"
/*
* Author: Ir0n1E and mjc4wilton
* Swap primary weapon and weapon in gunbag.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Target <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player, target] call ace_gunbag_fnc_swapGunbag
*
* Public: No
*/
params ["_unit", "_target"];
private _currentWeapon = primaryWeapon _unit; //Get Current Weapon
private _gunbag = backpackContainer _target;
//---Set up current weapon for storing
private _currentWeaponState = [_unit, _currentWeapon] call EFUNC(common,getWeaponState); //Gets weapon attachments
/*
* example return value _state
* [["","","optic_Aco",""],["arifle_MX_GL_ACO_F","GL_3GL_F"],["30Rnd_65x39_caseless_mag","1Rnd_HE_Grenade_shell"],[30,1]]
*/
_currentWeaponState params ["_currentWeaponItems", "", "_currentWeaponMagazines", "_currentWeaponAmmo"]; //Extract Weapon Attachments to separate arrays
private _currentWeaponMass = [_currentWeapon, _currentWeaponItems, _currentWeaponMagazines] call FUNC(calculateMass);
{
_currentWeaponMagazines set [_forEachIndex, [_x, _currentWeaponAmmo select _forEachIndex]];
} forEach _currentWeaponMagazines;
//---Set up weapon in gunbag
private _newWeaponState = _gunbag getVariable [QGVAR(gunbagWeapon), []];
if (_newWeaponState isEqualTo []) exitWith {
[LLSTRING(empty)] call EFUNC(common,displayTextStructured);
};
_newWeaponState params ["_newWeapon", "_newWeaponItems", "_newWeaponMagazines"];
//---Swap Weapons
_unit removeWeapon _currentWeapon;
_unit addWeapon _newWeapon;
// Game will auto add magazines from player's inventory, put these back in player inventory as they will be overwritten
([_unit, _newWeapon] call EFUNC(common,getWeaponState)) params ["", "", "_addedMags", "_addedAmmo"];
{
if (((_x select 0) != "") && {(_addedMags select _forEachIndex) != ""}) then {
TRACE_2("Re-adding mag",_x,_addedMags select _forEachIndex);
_unit addMagazine [_addedMags select _forEachIndex, _addedAmmo select _forEachIndex];
};
} forEach _newWeaponMagazines;
removeAllPrimaryWeaponItems _unit;
{
_unit addWeaponItem [_newWeapon, _x];
} forEach (_newWeaponItems + _newWeaponMagazines);
_unit selectWeapon _newWeapon;
_newWeaponMagazines = _newWeaponMagazines apply {_x select 0};
private _newWeaponMass = [_newWeapon, _newWeaponItems, _newWeaponMagazines] call FUNC(calculateMass);
// update virtual load
[_target, _gunbag, _currentWeaponMass - _newWeaponMass] call EFUNC(movement,addLoadToUnitContainer);
_gunbag setVariable [QGVAR(gunbagWeapon), [_currentWeapon, _currentWeaponItems, _currentWeaponMagazines], true]; //Replace weapon in gunbag

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@ -0,0 +1,9 @@
// CBA Settings [ADDON: ace_gunbag]:
[
QGVAR(swapGunbagEnabled), "CHECKBOX",
[LSTRING(SwapGunbagEnabled_DisplayName), LSTRING(SwapGunbagEnabled_Description)],
["ACE Uncategorized", LLSTRING(DisplayName_Settings)],
true, // default value
true // isGlobal
] call CBA_fnc_addSetting;

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@ -33,6 +33,22 @@
<Turkish>Silah Çantası (Tan)</Turkish>
<Spanish>Funda de arma (Tan)</Spanish>
</Key>
<Key ID="STR_ACE_Gunbag_DisplayName_Settings">
<English>ACE Gunbag</English>
<German>ACE Waffentasche</German>
<French>ACE Housse d'arme</French>
<Russian>ACE Чехол</Russian>
<Czech>ACE Pouzdro na zbraň</Czech>
<Japanese>ACE ガンバッグ</Japanese>
<Polish>ACE Torba na broń</Polish>
<Korean>ACE 총가방</Korean>
<Italian>ACE Borsa per Armi</Italian>
<Chinesesimp>ACE 枪袋</Chinesesimp>
<Chinese>ACE 槍袋</Chinese>
<Portuguese>ACE Bolsa de Arma</Portuguese>
<Turkish>ACE Silah Çantası</Turkish>
<Spanish>ACE Funda de arma</Spanish>
</Key>
<Key ID="STR_ACE_Gunbag_ToGunbag">
<English>Put weapon into gunbag</English>
<German>Lege Waffe in Waffentasche</German>
@ -49,6 +65,15 @@
<Turkish>Silahını silah çantasına koy</Turkish>
<Spanish>Poner el arma en la funda</Spanish>
</Key>
<Key ID="STR_ACE_Gunbag_SwapGunbag">
<English>Exchange weapon in gunbag</English>
</Key>
<Key ID="STR_ACE_Gunbag_SwapGunbagEnabled_DisplayName">
<English>Enable Weapon Swap</English>
</Key>
<Key ID="STR_ACE_Gunbag_SwapGunbagEnabled_Description">
<English>Allows interaction to directly swap the primary weapon and stored weapon.</English>
</Key>
<Key ID="STR_ACE_Gunbag_OffGunbag">
<English>Get weapon out of gunbag</English>
<German>Hole Waffe aus Waffentasche</German>