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Fixed safemode module indentation
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4d88744df6
commit
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@ -10,7 +10,7 @@ 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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_this call FUNC(unlockSafety);
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};
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_safedWeapons pushBack _weapon;
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@ -18,39 +18,39 @@ _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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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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_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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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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}
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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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_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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//_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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_unit setVariable [QGVAR(actionID), _id];
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};
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_unit selectWeapon _muzzle;//_weapon
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@ -7,17 +7,17 @@ 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 "ACE_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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if call {
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{
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if (toLower (_sound select 0) find _x == count toArray (_sound select 0) - count toArray _x - 1) exitWith {false};
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true
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} forEach [".wav", ".ogg", ".wss"];
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{
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if (toLower (_sound select 0) find _x == count toArray (_sound select 0) - count toArray _x - 1) exitWith {false};
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true
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} forEach [".wav", ".ogg", ".wss"];
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} then {
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_sound set [0, (_sound select 0) + ".wss"];
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_sound set [0, (_sound select 0) + ".wss"];
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};
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// add default volume, pitch and distance
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@ -11,12 +11,12 @@ _control = (uiNamespace getVariable ["ACE_dlgSoldier", displayNull]) displayCtrl
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if (isNull _control) exitWith {};
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if (_show) then {
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private "_config";
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_config = configFile >> "RscInGameUI" >> "RscUnitInfoSoldier" >> "WeaponInfoControlsGroupLeft" >> "controls" >> "CA_ModeTexture";
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private "_config";
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_config = configFile >> "RscInGameUI" >> "RscUnitInfoSoldier" >> "WeaponInfoControlsGroupLeft" >> "controls" >> "CA_ModeTexture";
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_control ctrlSetPosition [getNumber (_config >> "x"), getNumber (_config >> "y"), getNumber (_config >> "w"), getNumber (_config >> "h")];
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_control ctrlCommit 0;
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_control ctrlSetPosition [getNumber (_config >> "x"), getNumber (_config >> "y"), getNumber (_config >> "w"), getNumber (_config >> "h")];
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_control ctrlCommit 0;
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} else {
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_control ctrlSetPosition [0, 0, 0, 0];
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_control ctrlCommit 0;
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_control ctrlSetPosition [0, 0, 0, 0];
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_control ctrlCommit 0;
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};
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@ -7,51 +7,51 @@ 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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_safedWeapons = _safedWeapons - [_weapon];
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_unit setVariable [QGVAR(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 [QGVAR(actionID), -1];
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if (count _safedWeapons == 0) then {
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private "_id";
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_id = _unit getVariable [QGVAR(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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//[_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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_unit selectWeapon _muzzle;
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if (inputAction "nextWeapon" > 0) then {
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// switch to the last mode to roll over to first after the default nextWeapon action
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private ["_modes", "_mode", "_index"];
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// switch to the last mode to roll over to first after the default nextWeapon action
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private ["_modes", "_mode", "_index"];
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// get weapon modes
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_modes = [];
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{
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if (getNumber (configFile >> "CfgWeapons" >> _weapon >> _x >> "showToPlayer") == 1) then {
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_modes pushBack _x;
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// get weapon modes
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_modes = [];
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{
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if (getNumber (configFile >> "CfgWeapons" >> _weapon >> _x >> "showToPlayer") == 1) then {
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_modes pushBack _x;
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};
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if (_x == "this") then {
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_modes pushBack _weapon;
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};
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} forEach getArray (configfile >> "CfgWeapons" >> _weapon >> "modes");
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// select last mode
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_mode = _modes select (count _modes - 1);
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// switch to last mode
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_index = 0;
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while {
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_index < 100 && {currentMuzzle _unit != _weapon || {currentWeaponMode _unit != _mode}}
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} do {
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_unit action ["SwitchWeapon", _unit, _unit, _index];
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_index = _index + 1;
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};
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if (_x == "this") then {
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_modes pushBack _weapon;
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};
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} forEach getArray (configfile >> "CfgWeapons" >> _weapon >> "modes");
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// select last mode
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_mode = _modes select (count _modes - 1);
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// switch to last mode
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_index = 0;
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while {
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_index < 100 && {currentMuzzle _unit != _weapon || {currentWeaponMode _unit != _mode}}
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} do {
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_unit action ["SwitchWeapon", _unit, _unit, _index];
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_index = _index + 1;
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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 FUNC(playChangeFiremodeSound);
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// play fire mode selector sound
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[_unit, _weapon, _muzzle] call FUNC(playChangeFiremodeSound);
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};
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// player hud
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