safemode: port

This commit is contained in:
Nicolás Badano 2015-01-17 17:32:34 -03:00
parent 7c41eb04e9
commit 9247bb3411
15 changed files with 152 additions and 142 deletions

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z\ace\addons\safemode

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class Extended_PreInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preInit) );
};
};
class Extended_PostInit_EventHandlers {
class ADDON {
clientInit = QUOTE( call COMPILE_FILE(XEH_postInit) );
};
};

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// by commy2
//["Soldier", {_player = ACE_player; if (currentWeapon _player in (_player getVariable [QGVAR(safedWeapons), []])) then {[false] call FUNC(setSafeModeVisual)}] call EFUNC(common,addInfoDisplayEventHandler);
//@todo addEventHandler infoDisplayChanged with select 1 == "Soldier"

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#include "script_component.hpp"
PREP(firstMode);
PREP(lockSafety);
PREP(playChangeFiremodeSound);
PREP(setSafeModeVisual);
PREP(unlockSafety);

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// by commy2
//["Soldier", {_player = AGM_player; if (currentWeapon _player in (_player getVariable ["AGM_SafeMode_safedWeapons", []])) then {[false] call AGM_SafeMode_setSafeModeVisual}] call AGM_Core_fnc_addInfoDisplayEventHandler;
//@todo addEventHandler infoDisplayChanged with select 1 == "Soldier"

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@ -1,46 +1,28 @@
// PATCH CONFIG
#include "script_component.hpp"
class CfgPatches {
class AGM_SafeMode {
units[] = {};
weapons[] = {};
requiredVersion = 0.60;
requiredAddons[] = {AGM_Core};
version = "0.95";
versionStr = "0.95";
versionAr[] = {0,95,0};
author[] = {"commy2"};
authorUrl = "https://github.com/commy2/";
};
};
class CfgFunctions {
class AGM_SafeMode {
class AGM_SafeMode {
file = "AGM_SafeMode\functions";
class firstMode;
class lockSafety;
class playChangeFiremodeSound;
class setSafeModeVisual;
class unlockSafety;
class ADDON {
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_common"};
author[] = {"commy2"};
authorUrl = "https://github.com/commy2/";
VERSION_CONFIG;
};
};
};
class Extended_PostInit_EventHandlers {
class AGM_SafeMode {
clientInit = "call compile preprocessFileLineNumbers '\AGM_SafeMode\clientInit.sqf';";
};
};
#include "CfgEventHandlers.hpp"
class AGM_Core_Default_Keys {
class safeWeapon {
displayName = "$STR_AGM_SafeMode_SafeMode";
condition = "[_player] call AGM_Core_fnc_canUseWeapon";
statement = "[_player, currentWeapon _player, currentMuzzle _player] call AGM_SafeMode_fnc_lockSafety";
exceptions[] = {"AGM_Interaction_isNotEscorting"};
key = 41;
shift = 0;
control = 1;
alt = 0;
};
class ACE_Default_Keys {
class safeWeapon {
displayName = "$STR_ACE_SafeMode_SafeMode";
condition = QUOTE([_player] call EFUNC(common,canUseWeapon));
statement = QUOTE([ARR_3(_player, currentWeapon _player, currentMuzzle _player)] call FUNC(lockSafety));
exceptions[] = {"ACE_interaction_isNotEscorting"};
key = 41;
shift = 0;
control = 1;
alt = 0;
};
};

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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
#include "script_component.hpp"
private ["_weapon", "_mode"];
_weapon = _this select 0;
EXPLODE_1_PVT(_this,_weapon);
private ["_mode"];
_mode = getArray (configFile >> "CfgWeapons" >> _weapon >> "modes") select 0;
[_mode, _weapon] select (_mode == "this")

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// by commy2
#include "script_component.hpp"
EXPLODE_3_PVT(_this,_unit,_weapon,_muzzle);
// don't immediately switch back
if (inputAction "nextWeapon" > 0) exitWith {};
private ["_safedWeapons"];
_safedWeapons = _unit getVariable [QGVAR(safedWeapons), []];
if (_weapon in _safedWeapons) exitWith {
_this call FUNC(unlockSafety);
};
_safedWeapons pushBack _weapon;
_unit setVariable [QGVAR(safedWeapons), _safedWeapons];
if (_unit getVariable [QGVAR(actionID), -1] == -1) then {
private ["_condition", "_statement", "_id"];
_condition = {
if (
[_this select 1] call EFUNC(common,canUseWeapon)
&& {
if (currentMuzzle (_this select 1) in ((_this select 1) getVariable [QGVAR(safedWeapons), []])) then {
if (inputAction "nextWeapon" > 0) exitWith {
[_this select 1, currentWeapon (_this select 1), currentMuzzle (_this select 1)] call FUNC(unlockSafety);
false
};
true
} else {false}
}
) then {
// player hud
[false] call FUNC(setSafeModeVisual);
true
} else {
// player hud
[true] call FUNC(setSafeModeVisual);
false
}
};
_statement = {
[_this select 1, currentWeapon (_this select 1), currentMuzzle (_this select 1)] call FUNC(unlockSafety);
};
//_id = [_unit, format ["<t color=""#FFFF00"" >%1</t>", localize "STR_ACE_SafeMode_TakeOffSafety"], "DefaultAction", _condition, {}, {true}, _statement, 10] call EFUNC(common,addActionMenuEventHandler);
_id = [_unit, "DefaultAction", _condition, {}] call EFUNC(common,addActionEventHandler);
_unit setVariable [QGVAR(actionID), _id];
};
_unit selectWeapon _muzzle;//_weapon
// play fire mode selector sound
[_unit, _weapon, _muzzle] call FUNC(playChangeFiremodeSound);
private "_picture";
_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
[localize "STR_ACE_SafeMode_PutOnSafety", _picture] call EFUNC(common,displayTextPicture);

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// by commy2
#include "script_component.hpp"
private ["_unit", "_weapon", "_sound"];
_unit = _this select 0;
_weapon = _this select 1;
EXPLODE_2_PVT(_this,_unit,_weapon);
private ["_sound"];
_sound = getArray (configFile >> "CfgWeapons" >> _weapon >> "changeFiremodeSound");
if (count _sound == 0) exitWith {
playSound "AGM_Sound_Click";
playSound "ACE_Sound_Click";
};
// add file extension
@ -27,7 +26,6 @@ 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)];

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// by commy2
#include "script_component.hpp"
private ["_show", "_control"];
_show = _this select 0;
EXPLODE_1_PVT(_this,_show);
disableSerialization;
_control = (uiNamespace getVariable ["AGM_dlgSoldier", displayNull]) displayCtrl 187;
private ["_control"];
_control = (uiNamespace getVariable ["ACE_dlgSoldier", displayNull]) displayCtrl 187;
if (isNull _control) exitWith {};

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// by commy2
#include "script_component.hpp"
private ["_unit", "_weapon", "_muzzle", "_safedWeapons"];
EXPLODE_3_PVT(_this,_unit,_weapon,_muzzle);
_unit = _this select 0;
_weapon = _this select 1;
_muzzle = _this select 2;
_safedWeapons = _unit getVariable ["AGM_SafeMode_safedWeapons", []];
private ["_safedWeapons"];
_safedWeapons = _unit getVariable [QGVAR(safedWeapons), []];
if (_weapon in _safedWeapons) then {
_safedWeapons = _safedWeapons - [_weapon];
_unit setVariable ["AGM_SafeMode_safedWeapons", _safedWeapons];
_unit setVariable [QGVAR(safedWeapons), _safedWeapons];
if (count _safedWeapons == 0) then {
private "_id";
_id = _unit getVariable ["AGM_SafeWeapon_actionID", -1];
_id = _unit getVariable [QGVAR(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, "DefaultAction", _id] call EFUNC(common,removeActionMenuEventHandler);
[_unit, "DefaultAction", _id] call EFUNC(common,removeActionEventHandler);
_unit setVariable [QGVAR(actionID), -1];
};
};
@ -53,12 +51,12 @@ if (inputAction "nextWeapon" > 0) then {
};
} else {
// play fire mode selector sound
[_unit, _weapon, _muzzle] call AGM_SafeMode_fnc_playChangeFiremodeSound;
[_unit, _weapon, _muzzle] call FUNC(playChangeFiremodeSound);
};
// player hud
[true] call AGM_SafeMode_fnc_setSafeModeVisual;
[true] call FUNC(setSafeModeVisual);
private "_picture";
_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
[localize "STR_AGM_SafeMode_TookOffSafety", _picture] call AGM_Core_fnc_displayTextPicture;
[localize "STR_ACE_SafeMode_TookOffSafety", _picture] call EFUNC(common,displayTextPicture);

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#include "\z\ace\addons\safemode\script_component.hpp"

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#define COMPONENT safemode
#include "\z\ace\Addons\main\script_mod.hpp"
#ifdef DEBUG_ENABLED_SAFEMODE
#define DEBUG_MODE_FULL
#endif
#ifdef DEBUG_SETTINGS_SAFEMODE
#define DEBUG_SETTINGS DEBUG_SETTINGS_SAFEMODE
#endif
#include "\z\ace\Addons\main\script_macros.hpp"

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<?xml version="1.0" encoding="utf-8"?>
<!-- Edited with tabler - 2014-12-20 -->
<Project name="AGM">
<Project name="ACE">
<Package name="SafeMode">
<Key ID="STR_AGM_SafeMode_SafeMode">
<Key ID="STR_ACE_SafeMode_SafeMode">
<English>Safe Mode</English>
<German>Waffe sichern</German>
<Spanish>Seguro puesto</Spanish>
@ -11,7 +11,7 @@
<Hungarian>Veszélytelenités</Hungarian>
<Russian>Предохранитель</Russian>
</Key>
<Key ID="STR_AGM_SafeMode_TakeOffSafety">
<Key ID="STR_ACE_SafeMode_TakeOffSafety">
<English>Take off Safety</English>
<German>Waffe entsichern</German>
<Spanish>Quitar seguro</Spanish>
@ -20,7 +20,7 @@
<Hungarian>Veszélyesités</Hungarian>
<Russian>Снять с предохранителя</Russian>
</Key>
<Key ID="STR_AGM_SafeMode_PutOnSafety">
<Key ID="STR_ACE_SafeMode_PutOnSafety">
<English>Put on Safety</English>
<German>Waffe gesichert</German>
<Spanish>Poner seguro</Spanish>
@ -29,7 +29,7 @@
<Hungarian>Veszélytelenitve</Hungarian>
<Russian>Поставить на предохранитель</Russian>
</Key>
<Key ID="STR_AGM_SafeMode_TookOffSafety">
<Key ID="STR_ACE_SafeMode_TookOffSafety">
<English>Took off Safety</English>
<German>Waffe entsichert</German>
<Spanish>Seguro quitado</Spanish>