Safemode - Fix indicator when switching units (#6612)

* Fix safe mode indicator when switching units

* Use DIK macro instead of magic number
This commit is contained in:
BaerMitUmlaut 2018-10-27 22:13:40 +02:00 committed by PabstMirror
parent 4d5f2d0de2
commit a90dd7210e

View File

@ -1,15 +1,10 @@
// by esteldunedain // by esteldunedain
#include "script_component.hpp" #include "script_component.hpp"
#include "\a3\ui_f\hpp\defineDIKCodes.inc"
if (!hasInterface) exitWith {}; if (!hasInterface) exitWith {};
// IGNORE_PRIVATE_WARNING(_player) ["ACE3 Weapons", QGVAR(safeMode), localize LSTRING(SafeMode), {
//["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"
// add keybinds
["ACE3 Weapons", QGVAR(safeMode), localize LSTRING(SafeMode),
{
// Conditions: canInteract // Conditions: canInteract
if !([ACE_player, objNull, ["isNotEscorting", "isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false}; if !([ACE_player, objNull, ["isNotEscorting", "isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific // Conditions: specific
@ -18,6 +13,9 @@ if (!hasInterface) exitWith {};
// Statement // Statement
[ACE_player, currentWeapon ACE_player, currentMuzzle ACE_player] call FUNC(lockSafety); [ACE_player, currentWeapon ACE_player, currentMuzzle ACE_player] call FUNC(lockSafety);
true true
}, }, {false}, [DIK_GRAVE, [false, true, false]], false] call CBA_fnc_addKeybind;
{false},
[41, [false, true, false]], false] call CBA_fnc_addKeybind; ["unit", {
private _weaponSafe = currentWeapon ACE_player in (ACE_player getVariable [QGVAR(safedWeapons), []]);
[!_weaponSafe] call FUNC(setSafeModeVisual);
}] call CBA_fnc_addPlayerEventHandler;