new function to select a grenade

This commit is contained in:
commy2 2015-09-27 16:47:02 +02:00
parent f8819d3ee4
commit b6532a05cc
2 changed files with 87 additions and 0 deletions

View File

@ -13,6 +13,7 @@ PREP(putWeaponAway);
PREP(selectGrenadeAll);
PREP(selectGrenadeFrag);
PREP(selectGrenadeOther);
PREP(selectNextGrenade);
PREP(selectWeaponMode);
PREP(selectWeaponMuzzle);
PREP(selectWeaponVehicle);
@ -36,6 +37,10 @@ with uiNamespace do {
GVAR(NonFragMagazines) = [];
GVAR(AllMagazines) = [];
GVAR(GrenadesAll) = [];
GVAR(GrenadesFrag) = [];//
GVAR(GrenadesNonFrag) = [];//
{
_magazines = getArray (configFile >> "CfgWeapons" >> "Throw" >> _x >> "magazines");
_magazine = _magazines select 0;
@ -46,13 +51,16 @@ with uiNamespace do {
if (_explosive == 0) then {
GVAR(NonFragMuzzles) pushBack _x;
GVAR(NonFragMagazines) pushBack _magazines;
GVAR(GrenadesNonFrag) append _magazines;//
} else {
GVAR(FragMuzzles) pushBack _x;
GVAR(FragMagazines) pushBack _magazines;
GVAR(GrenadesFrag) append _magazines;//
};
GVAR(AllMuzzles) pushBack _x;
GVAR(AllMagazines) pushBack _magazines;
GVAR(GrenadesAll) append _magazines;//
} forEach getArray (configfile >> "CfgWeapons" >> "Throw" >> "muzzles");
};
@ -64,5 +72,8 @@ GVAR(AllMuzzles) = uiNamespace getVariable QGVAR(AllMuzzles);
GVAR(FragMagazines) = uiNamespace getVariable QGVAR(FragMagazines);
GVAR(NonFragMagazines) = uiNamespace getVariable QGVAR(NonFragMagazines);
GVAR(AllMagazines) = uiNamespace getVariable QGVAR(AllMagazines);
GVAR(GrenadesAll) = uiNamespace getVariable QGVAR(GrenadesAll);//
GVAR(GrenadesFrag) = uiNamespace getVariable QGVAR(GrenadesFrag);//
GVAR(GrenadesNonFrag) = uiNamespace getVariable QGVAR(GrenadesNonFrag);//
ADDON = true;

View File

@ -0,0 +1,76 @@
/*
* Author: commy2
* Select the next grenade.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Grenade type [0: all, 1: frags, 2: non-frags] (default: 0) <NUMBER>
*
* Return Value:
* Selecting successful? <BOOL>
*
* Example:
* [player] call ace_weaponselect_fnc_selectNextGrenade
*
* Public: Yes
*/
#include "script_component.hpp"
params ["_unit", ["_type", 0]];
private ["_currentGrenade", "_magazines", "_grenades", "_nextGrenadeIndex", "_nextGrenade", "_uniformGrenades", "_vestGrenades", "_backpackGrenades"];
// get currently selected grenade
_currentGrenade = currentThrowable _unit;
// get correct array format if no grenade is selected
if (_currentGrenade isEqualTo []) then {
_currentGrenade = ["", ""];
};
_currentGrenade = _currentGrenade select 0;
// get available magazines for that unit
_magazines = magazines _unit;
_grenades = [];
{
if (_x in _magazines) then {
_grenades pushBack _x;
};
false
} count ([GVAR(GrenadesAll), GVAR(GrenadesFrag), GVAR(GrenadesNonFrag)] select _type);
// abort if no grenades are available
if (_grenades isEqualTo []) exitWith {false};
// get next grenade muzzle
_nextGrenadeIndex = (_grenades find _currentGrenade) + 1;
// roll over if the last grenade was selected
if (_nextGrenadeIndex >= count _grenades) then {
_nextGrenadeIndex = 0;
};
_nextGrenade = _grenades select _nextGrenadeIndex;
// abort if the same grenade would be selected
if (_currentGrenade == _nextGrenade) exitWith {false};
// current best method to select a grenade: remove all grenades, add the one you want to select first and then add the rest
_uniformGrenades = [uniformItems _unit, {_x in GVAR(GrenadesAll) && {_x != _nextGrenade}}] call EFUNC(common,filter);
_vestGrenades = [vestItems _unit, {_x in GVAR(GrenadesAll) && {_x != _nextGrenade}}] call EFUNC(common,filter);
_backpackGrenades = [backpackItems _unit, {_x in GVAR(GrenadesAll) && {_x != _nextGrenade}}] call EFUNC(common,filter);
// remove all grenades except those we are switching to --> this breaks the selector
{_unit removeItemFromUniform _x; false} count _uniformGrenades;
{_unit removeItemFromVest _x; false} count _vestGrenades;
{_unit removeItemFromBackpack _x; false} count _backpackGrenades;
// readd grenades
{_unit addItemToUniform _x; false} count _uniformGrenades;
{_unit addItemToVest _x; false} count _vestGrenades;
{_unit addItemToBackpack _x; false} count _backpackGrenades;
true