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Non-hardcoded binocular / vector detection
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@ -88,7 +88,7 @@ if (GVAR(ammoTemperatureEnabled) || GVAR(barrelLengthInfluenceEnabled)) then {
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_bulletTraceVisible = false;
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if (GVAR(bulletTraceEnabled) && cameraView == "GUNNER") then {
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if (currentWeapon ACE_player in ["ACE_Vector", "ACE_VectorDay", "Binocular", "Rangefinder", "Laserdesignator"]) then {
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if ((currentWeapon ACE_player == binocular ACE_player) && {binocular ACE_player != ""}) then {
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_bulletTraceVisible = true;
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} else {
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if (currentWeapon ACE_player == primaryWeapon ACE_player && count primaryWeaponItems ACE_player > 2) then {
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@ -522,7 +522,7 @@ GVAR(menuRun) = true;
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(__dsp displayCtrl __mainText) ctrlSetText "Connecting...";
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};
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if (ACE_time - GVAR(busyTimer) > 0.6) then {
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if ((ACE_player hasWeapon "ACE_Vector") || {ACE_player hasWeapon "ACE_VectorDay"}) then {
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if (({_x isKindOf ["ACE_Vector", configFile >> "CfgWeapons"]} count (weapons ACE_player)) > 0) then {
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GVAR(displaySelection) = "VECTOR";
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(__dsp displayCtrl __mainText) ctrlSetText "Vector Connected";
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GVAR(vectorConnected) = true;
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@ -7,7 +7,7 @@ PFH executed while holding a vector key down.
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*/
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#include "script_component.hpp"
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if (!(currentWeapon ACE_player in ["ACE_Vector", "ACE_VectorDay"])) exitWith {
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if (!((currentWeapon ACE_player) isKindOf ["ACE_Vector", configFile >> "CfgWeapons"])) exitWith {
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[_this select 1] call CBA_fnc_removePerFrameHandler;
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GVAR(currentMode) = "";
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@ -5,7 +5,7 @@
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// Conditions: canInteract
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if !([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
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if !((currentWeapon ACE_player in ["ACE_Vector", "ACE_VectorDay"]) && {cameraView == "GUNNER"}) exitWith {false};
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if !(((currentWeapon ACE_player) isKindOf ["ACE_Vector", configFile >> "CfgWeapons"]) && {cameraView == "GUNNER"}) exitWith {false};
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// prevent holding down
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if (GETGVAR(isDownStateKey1,false)) exitWith {false};
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@ -34,7 +34,7 @@
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// Conditions: canInteract
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if !([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
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if !((currentWeapon ACE_player in ["ACE_Vector", "ACE_VectorDay"]) && {cameraView == "GUNNER"}) exitWith {false};
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if !(((currentWeapon ACE_player) isKindOf ["ACE_Vector", configFile >> "CfgWeapons"]) && {cameraView == "GUNNER"}) exitWith {false};
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// prevent holding down
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if (GETGVAR(isDownStateKey2,false)) exitWith {false};
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