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https://github.com/acemod/ACE3.git
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safemode: port
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parent
7c41eb04e9
commit
9247bb3411
1
addons/safemode/$PBOPREFIX$
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1
addons/safemode/$PBOPREFIX$
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@ -0,0 +1 @@
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z\ace\addons\safemode
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12
addons/safemode/CfgEventHandlers.hpp
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12
addons/safemode/CfgEventHandlers.hpp
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@ -0,0 +1,12 @@
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class Extended_PreInit_EventHandlers {
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class ADDON {
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init = QUOTE(call COMPILE_FILE(XEH_preInit) );
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};
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};
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class Extended_PostInit_EventHandlers {
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class ADDON {
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clientInit = QUOTE( call COMPILE_FILE(XEH_postInit) );
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};
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};
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5
addons/safemode/XEH_postInit.sqf
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5
addons/safemode/XEH_postInit.sqf
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@ -0,0 +1,5 @@
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// by commy2
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//["Soldier", {_player = ACE_player; if (currentWeapon _player in (_player getVariable [QGVAR(safedWeapons), []])) then {[false] call FUNC(setSafeModeVisual)}] call EFUNC(common,addInfoDisplayEventHandler);
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//@todo addEventHandler infoDisplayChanged with select 1 == "Soldier"
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7
addons/safemode/XEH_preInit.sqf
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7
addons/safemode/XEH_preInit.sqf
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@ -0,0 +1,7 @@
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#include "script_component.hpp"
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PREP(firstMode);
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PREP(lockSafety);
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PREP(playChangeFiremodeSound);
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PREP(setSafeModeVisual);
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PREP(unlockSafety);
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@ -1,5 +0,0 @@
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// by commy2
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//["Soldier", {_player = AGM_player; if (currentWeapon _player in (_player getVariable ["AGM_SafeMode_safedWeapons", []])) then {[false] call AGM_SafeMode_setSafeModeVisual}] call AGM_Core_fnc_addInfoDisplayEventHandler;
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//@todo addEventHandler infoDisplayChanged with select 1 == "Soldier"
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@ -1,43 +1,25 @@
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// PATCH CONFIG
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#include "script_component.hpp"
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class CfgPatches {
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class AGM_SafeMode {
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class ADDON {
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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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requiredVersion = REQUIRED_VERSION;
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requiredAddons[] = {"ace_common"};
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author[] = {"commy2"};
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authorUrl = "https://github.com/commy2/";
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VERSION_CONFIG;
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};
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};
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class CfgFunctions {
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class AGM_SafeMode {
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class AGM_SafeMode {
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file = "AGM_SafeMode\functions";
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class firstMode;
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class lockSafety;
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class playChangeFiremodeSound;
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class setSafeModeVisual;
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class unlockSafety;
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};
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};
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};
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#include "CfgEventHandlers.hpp"
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class Extended_PostInit_EventHandlers {
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class AGM_SafeMode {
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clientInit = "call compile preprocessFileLineNumbers '\AGM_SafeMode\clientInit.sqf';";
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};
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};
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class AGM_Core_Default_Keys {
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class ACE_Default_Keys {
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class safeWeapon {
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displayName = "$STR_AGM_SafeMode_SafeMode";
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condition = "[_player] call AGM_Core_fnc_canUseWeapon";
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statement = "[_player, currentWeapon _player, currentMuzzle _player] call AGM_SafeMode_fnc_lockSafety";
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exceptions[] = {"AGM_Interaction_isNotEscorting"};
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displayName = "$STR_ACE_SafeMode_SafeMode";
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condition = QUOTE([_player] call EFUNC(common,canUseWeapon));
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statement = QUOTE([ARR_3(_player, currentWeapon _player, currentMuzzle _player)] call FUNC(lockSafety));
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exceptions[] = {"ACE_interaction_isNotEscorting"};
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key = 41;
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shift = 0;
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control = 1;
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@ -1,65 +0,0 @@
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// by commy2
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private ["_unit", "_weapon", "_muzzle", "_safedWeapons"];
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_unit = _this select 0;
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_weapon = _this select 1;
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_muzzle = _this select 2;
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// don't immediately switch back
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if (inputAction "nextWeapon" > 0) exitWith {};
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_safedWeapons = _unit getVariable ["AGM_SafeMode_safedWeapons", []];
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if (_weapon in _safedWeapons) exitWith {
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_this call AGM_SafeMode_fnc_unlockSafety;
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};
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_safedWeapons pushBack _weapon;
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_unit setVariable ["AGM_SafeMode_safedWeapons", _safedWeapons];
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if (_unit getVariable ["AGM_SafeWeapon_actionID", -1] == -1) then {
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private ["_condition", "_statement", "_id"];
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_condition = {
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if (
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[_this select 1] call AGM_Core_fnc_canUseWeapon
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&& {
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if (currentMuzzle (_this select 1) in ((_this select 1) getVariable ["AGM_SafeMode_safedWeapons", []])) then {
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if (inputAction "nextWeapon" > 0) exitWith {
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[_this select 1, currentWeapon (_this select 1), currentMuzzle (_this select 1)] call AGM_SafeMode_fnc_unlockSafety;
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false
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};
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true
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} else {false}
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}
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) then {
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// player hud
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[false] call AGM_SafeMode_fnc_setSafeModeVisual;
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true
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} else {
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// player hud
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[true] call AGM_SafeMode_fnc_setSafeModeVisual;
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false
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}
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};
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_statement = {
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[_this select 1, currentWeapon (_this select 1), currentMuzzle (_this select 1)] call AGM_SafeMode_fnc_unlockSafety;
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};
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//_id = [_unit, format ["<t color=""#FFFF00"" >%1</t>", localize "STR_AGM_SafeMode_TakeOffSafety"], "DefaultAction", _condition, {}, {true}, _statement, 10] call AGM_Core_fnc_addActionMenuEventHandler;
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_id = [_unit, "DefaultAction", _condition, {}] call AGM_Core_fnc_addActionEventHandler;
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_unit setVariable ["AGM_SafeWeapon_actionID", _id];
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};
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_unit selectWeapon _muzzle;//_weapon
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// play fire mode selector sound
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[_unit, _weapon, _muzzle] call AGM_SafeMode_fnc_playChangeFiremodeSound;
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private "_picture";
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_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
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[localize "STR_AGM_SafeMode_PutOnSafety", _picture] call AGM_Core_fnc_displayTextPicture;
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@ -1,9 +1,9 @@
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// by commy2
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#include "script_component.hpp"
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private ["_weapon", "_mode"];
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_weapon = _this select 0;
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EXPLODE_1_PVT(_this,_weapon);
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private ["_mode"];
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_mode = getArray (configFile >> "CfgWeapons" >> _weapon >> "modes") select 0;
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[_mode, _weapon] select (_mode == "this")
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63
addons/safemode/functions/fnc_lockSafety.sqf
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63
addons/safemode/functions/fnc_lockSafety.sqf
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// by commy2
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#include "script_component.hpp"
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EXPLODE_3_PVT(_this,_unit,_weapon,_muzzle);
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// don't immediately switch back
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if (inputAction "nextWeapon" > 0) exitWith {};
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private ["_safedWeapons"];
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_safedWeapons = _unit getVariable [QGVAR(safedWeapons), []];
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if (_weapon in _safedWeapons) exitWith {
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_this call FUNC(unlockSafety);
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};
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_safedWeapons pushBack _weapon;
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_unit setVariable [QGVAR(safedWeapons), _safedWeapons];
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if (_unit getVariable [QGVAR(actionID), -1] == -1) then {
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private ["_condition", "_statement", "_id"];
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_condition = {
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if (
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[_this select 1] call EFUNC(common,canUseWeapon)
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&& {
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if (currentMuzzle (_this select 1) in ((_this select 1) getVariable [QGVAR(safedWeapons), []])) then {
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if (inputAction "nextWeapon" > 0) exitWith {
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[_this select 1, currentWeapon (_this select 1), currentMuzzle (_this select 1)] call FUNC(unlockSafety);
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false
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};
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true
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} else {false}
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}
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) then {
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// player hud
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[false] call FUNC(setSafeModeVisual);
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true
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} else {
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// player hud
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[true] call FUNC(setSafeModeVisual);
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false
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}
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};
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_statement = {
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[_this select 1, currentWeapon (_this select 1), currentMuzzle (_this select 1)] call FUNC(unlockSafety);
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};
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//_id = [_unit, format ["<t color=""#FFFF00"" >%1</t>", localize "STR_ACE_SafeMode_TakeOffSafety"], "DefaultAction", _condition, {}, {true}, _statement, 10] call EFUNC(common,addActionMenuEventHandler);
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_id = [_unit, "DefaultAction", _condition, {}] call EFUNC(common,addActionEventHandler);
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_unit setVariable [QGVAR(actionID), _id];
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};
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_unit selectWeapon _muzzle;//_weapon
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// play fire mode selector sound
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[_unit, _weapon, _muzzle] call FUNC(playChangeFiremodeSound);
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private "_picture";
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_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
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[localize "STR_ACE_SafeMode_PutOnSafety", _picture] call EFUNC(common,displayTextPicture);
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@ -1,14 +1,13 @@
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// by commy2
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#include "script_component.hpp"
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private ["_unit", "_weapon", "_sound"];
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_unit = _this select 0;
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_weapon = _this select 1;
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EXPLODE_2_PVT(_this,_unit,_weapon);
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private ["_sound"];
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_sound = getArray (configFile >> "CfgWeapons" >> _weapon >> "changeFiremodeSound");
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if (count _sound == 0) exitWith {
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playSound "AGM_Sound_Click";
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playSound "ACE_Sound_Click";
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};
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// add file extension
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@ -27,7 +26,6 @@ if (count _sound < 3) then {_sound pushBack 1};
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if (count _sound < 4) then {_sound pushBack 0};
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private "_position";
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_position = _unit modelToWorld (_unit selectionPosition "RightHand");
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_position set [2, (_position select 2) + ((getPosASLW _unit select 2) - (getPosATL _unit select 2) max 0)];
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// by commy2
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#include "script_component.hpp"
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private ["_show", "_control"];
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_show = _this select 0;
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EXPLODE_1_PVT(_this,_show);
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disableSerialization;
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_control = (uiNamespace getVariable ["AGM_dlgSoldier", displayNull]) displayCtrl 187;
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private ["_control"];
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_control = (uiNamespace getVariable ["ACE_dlgSoldier", displayNull]) displayCtrl 187;
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if (isNull _control) exitWith {};
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// by commy2
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#include "script_component.hpp"
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private ["_unit", "_weapon", "_muzzle", "_safedWeapons"];
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EXPLODE_3_PVT(_this,_unit,_weapon,_muzzle);
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_unit = _this select 0;
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_weapon = _this select 1;
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_muzzle = _this select 2;
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_safedWeapons = _unit getVariable ["AGM_SafeMode_safedWeapons", []];
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private ["_safedWeapons"];
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_safedWeapons = _unit getVariable [QGVAR(safedWeapons), []];
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if (_weapon in _safedWeapons) then {
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_safedWeapons = _safedWeapons - [_weapon];
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_unit setVariable ["AGM_SafeMode_safedWeapons", _safedWeapons];
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_unit setVariable [QGVAR(safedWeapons), _safedWeapons];
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if (count _safedWeapons == 0) then {
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private "_id";
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_id = _unit getVariable ["AGM_SafeWeapon_actionID", -1];
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_id = _unit getVariable [QGVAR(actionID), -1];
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//[_unit, "DefaultAction", _id] call AGM_Core_fnc_removeActionMenuEventHandler;
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[_unit, "DefaultAction", _id] call AGM_Core_fnc_removeActionEventHandler;
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_unit setVariable ["AGM_SafeWeapon_actionID", -1];
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//[_unit, "DefaultAction", _id] call EFUNC(common,removeActionMenuEventHandler);
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[_unit, "DefaultAction", _id] call EFUNC(common,removeActionEventHandler);
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_unit setVariable [QGVAR(actionID), -1];
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};
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};
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@ -53,12 +51,12 @@ if (inputAction "nextWeapon" > 0) then {
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};
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} else {
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// play fire mode selector sound
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[_unit, _weapon, _muzzle] call AGM_SafeMode_fnc_playChangeFiremodeSound;
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[_unit, _weapon, _muzzle] call FUNC(playChangeFiremodeSound);
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};
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// player hud
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[true] call AGM_SafeMode_fnc_setSafeModeVisual;
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[true] call FUNC(setSafeModeVisual);
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private "_picture";
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_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
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[localize "STR_AGM_SafeMode_TookOffSafety", _picture] call AGM_Core_fnc_displayTextPicture;
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[localize "STR_ACE_SafeMode_TookOffSafety", _picture] call EFUNC(common,displayTextPicture);
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1
addons/safemode/functions/script_component.hpp
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1
addons/safemode/functions/script_component.hpp
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#include "\z\ace\addons\safemode\script_component.hpp"
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addons/safemode/script_component.hpp
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12
addons/safemode/script_component.hpp
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#define COMPONENT safemode
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#include "\z\ace\Addons\main\script_mod.hpp"
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#ifdef DEBUG_ENABLED_SAFEMODE
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#define DEBUG_MODE_FULL
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#endif
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#ifdef DEBUG_SETTINGS_SAFEMODE
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#define DEBUG_SETTINGS DEBUG_SETTINGS_SAFEMODE
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#endif
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#include "\z\ace\Addons\main\script_macros.hpp"
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<?xml version="1.0" encoding="utf-8"?>
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<!-- Edited with tabler - 2014-12-20 -->
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<Project name="AGM">
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<Project name="ACE">
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<Package name="SafeMode">
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<Key ID="STR_AGM_SafeMode_SafeMode">
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<Key ID="STR_ACE_SafeMode_SafeMode">
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<English>Safe Mode</English>
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<German>Waffe sichern</German>
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<Spanish>Seguro puesto</Spanish>
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@ -11,7 +11,7 @@
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<Hungarian>Veszélytelenités</Hungarian>
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<Russian>Предохранитель</Russian>
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</Key>
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<Key ID="STR_AGM_SafeMode_TakeOffSafety">
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<Key ID="STR_ACE_SafeMode_TakeOffSafety">
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<English>Take off Safety</English>
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<German>Waffe entsichern</German>
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<Spanish>Quitar seguro</Spanish>
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<Hungarian>Veszélyesités</Hungarian>
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<Russian>Снять с предохранителя</Russian>
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</Key>
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<Key ID="STR_AGM_SafeMode_PutOnSafety">
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<Key ID="STR_ACE_SafeMode_PutOnSafety">
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<English>Put on Safety</English>
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<German>Waffe gesichert</German>
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<Spanish>Poner seguro</Spanish>
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@ -29,7 +29,7 @@
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<Hungarian>Veszélytelenitve</Hungarian>
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<Russian>Поставить на предохранитель</Russian>
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</Key>
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<Key ID="STR_AGM_SafeMode_TookOffSafety">
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<Key ID="STR_ACE_SafeMode_TookOffSafety">
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<English>Took off Safety</English>
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<German>Waffe entsichert</German>
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<Spanish>Seguro quitado</Spanish>
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