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Merge pull request #3366 from acemod/cbacanuseweapon
replace some ace_common_fnc_X with CBA_fnc_X
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commit
dc16136aef
@ -12,7 +12,6 @@ PREP(blurScreen);
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PREP(cachedCall);
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PREP(canGetInPosition);
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PREP(canInteractWith);
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PREP(canUseWeapon);
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PREP(changeProjectileDirection);
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PREP(checkFiles);
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PREP(checkPBOs);
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@ -139,7 +138,6 @@ PREP(resetAllDefaults);
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PREP(restoreVariablesJIP);
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PREP(runAfterSettingsInit);
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PREP(sanitizeString);
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PREP(selectWeaponMode);
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PREP(sendRequest);
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PREP(serverLog);
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PREP(setAllGear);
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@ -9,6 +9,17 @@ ADDON = false;
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GVAR(eventsLocation) = createLocation ["ACE_HashLocation", [-10000,-10000,-10000], 0, 0];
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GVAR(eventsLocation) setText QGVAR(eventsLocation);
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// backwards comp
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DFUNC(canUseWeapon) = {
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ACE_DEPRECATED("ace_common_fnc_canUseWeapon","3.7.0","CBA_fnc_canUseWeapon");
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_this call CBA_fnc_canUseWeapon;
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};
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DFUNC(selectWeaponMode) = {
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ACE_DEPRECATED("ace_common_fnc_selectWeaponMode","3.7.0","CBA_fnc_selectWeapon");
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_this call CBA_fnc_selectWeapon;
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};
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GVAR(syncedEvents) = HASH_CREATE;
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GVAR(showHudHash) = [] call FUNC(hashCreate);
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@ -1,23 +0,0 @@
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/*
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* Author: commy2
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* Check if the unit can use a Weapon.
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* Returns true if the unit is on foot or in a FFV position.
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*
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* Arguments:
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* 0: The Unit <OBJECT>
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*
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* Return Value:
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* Can the Unit use Weapons <BOOL>
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*
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* Public: Yes
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*/
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#include "script_component.hpp"
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params [["_unit", objNull, [objNull]]];
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if (_unit == vehicle _unit) exitWith {true};
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private _config = configFile >> "CfgMovesMaleSdr" >> "States" >> animationState _unit;
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isClass _config
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&& {getNumber (_config >> "canPullTrigger") == 1}
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@ -1,31 +0,0 @@
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/*
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* Author: commy2
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* Unit selects given muzzle and weapon mode.
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*
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* Arguments:
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* 0: unit <OBJECT>
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* 1: weapon or Muzzle <STRING>
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* 2: weapon Mode <STRING>
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*
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* Return Value:
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* Successful? <BOOL>
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*
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* Example:
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* [player, primaryWeapon player, "FullAuto"] call ace_common_fnc_selectWeaponMode
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*
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* Public: Yes
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*/
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#include "script_component.hpp"
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params ["_unit", "_muzzle", "_mode"];
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private _index = 0;
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while {
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_index < 100 && {currentMuzzle _unit != _muzzle || {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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_index < 100 // return
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@ -15,7 +15,7 @@ GVAR(flashbangPPEffectCC) ppEffectForceInNVG true;
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// Conditions: canInteract
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if !([ACE_player, objNull, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
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if (!([ACE_player] call EFUNC(common,canUseWeapon))) exitWith {false};
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if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false};
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// Statement
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[] call FUNC(nextMode);
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@ -5,7 +5,7 @@
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// Conditions: canInteract
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if !([ACE_player, objNull, ["isNotInside", "isNotSitting"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
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if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
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if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false};
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[ACE_player, currentWeapon ACE_player] call FUNC(switchLaserLightMode);
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true
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@ -23,7 +23,7 @@ GVAR(cacheSilencerData) = call CBA_fnc_createNamespace;
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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 !([ACE_player] call EFUNC(common,canUseWeapon) &&
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if !([ACE_player] call CBA_fnc_canUseWeapon &&
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{currentWeapon ACE_player in (ACE_player getVariable [QGVAR(jammedWeapons), []])}
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) exitWith {false};
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@ -46,7 +46,7 @@ GVAR(knowAboutJam) = false;
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if (_unit getVariable [QGVAR(JammingActionID), -1] == -1) then {
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private _condition = {
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[_this select 1] call EFUNC(common,canUseWeapon)
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[_this select 1] call CBA_fnc_canUseWeapon
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&& {currentMuzzle (_this select 1) in ((_this select 1) getVariable [QGVAR(jammedWeapons), []])}
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&& {!(currentMuzzle (_this select 1) in ((_this select 1) getVariable [QEGVAR(safemode,safedWeapons), []]))}
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};
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@ -9,7 +9,7 @@ if (!hasInterface) exitWith {};
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// Conditions: canInteract
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if !([ACE_player, vehicle ACE_player, ["isNotInside", "isNotSitting"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
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if !(ACE_player call EFUNC(common,canUseWeapon) || {(vehicle ACE_player) isKindOf "StaticWeapon"}) exitWith {false};
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if !(ACE_player call CBA_fnc_canUseWeapon || {(vehicle ACE_player) isKindOf "StaticWeapon"}) exitWith {false};
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// Statement
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[ACE_player] call FUNC(checkAmmo);
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@ -13,7 +13,7 @@ if (!hasInterface) exitWith {};
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// Conditions: canInteract
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if !([ACE_player, objNull, ["isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
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if !([ACE_player] call EFUNC(common,canUseWeapon) && {currentWeapon ACE_player != binocular ACE_player}) exitWith {false};
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if !([ACE_player] call CBA_fnc_canUseWeapon && {currentWeapon ACE_player != binocular ACE_player}) exitWith {false};
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// Statement
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[ACE_player, currentWeapon ACE_player, currentMuzzle ACE_player] call FUNC(lockSafety);
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@ -38,7 +38,7 @@ if (_unit getVariable [QGVAR(actionID), -1] == -1) then {
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_unit setVariable [QGVAR(actionID), [
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_unit, "DefaultAction", {
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if (
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[_this select 1] call EFUNC(common,canUseWeapon)
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[_this select 1] call CBA_fnc_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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@ -8,7 +8,7 @@ if (!hasInterface) exitWith {};
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// Conditions: canInteract
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if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
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if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
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if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false};
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// Statement
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[ACE_player, handgunWeapon ACE_player] call FUNC(selectWeaponMode);
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@ -21,7 +21,7 @@ if (!hasInterface) exitWith {};
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// Conditions: canInteract
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if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
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if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
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if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false};
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// Statement
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[ACE_player, primaryWeapon ACE_player] call FUNC(selectWeaponMode);
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@ -34,7 +34,7 @@ if (!hasInterface) exitWith {};
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// Conditions: canInteract
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if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
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if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
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if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false};
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// Statement
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[ACE_player, primaryWeapon ACE_player] call FUNC(selectWeaponMuzzle);
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@ -47,7 +47,7 @@ if (!hasInterface) exitWith {};
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// Conditions: canInteract
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if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
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if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
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if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false};
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// Statement
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[ACE_player, secondaryWeapon ACE_player] call FUNC(selectWeaponMode);
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@ -60,7 +60,7 @@ if (!hasInterface) exitWith {};
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// Conditions: canInteract
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if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
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if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
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if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false};
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// Statement
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[ACE_player, binocular ACE_player] call FUNC(selectWeaponMode);
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@ -73,7 +73,7 @@ if (!hasInterface) exitWith {};
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// Conditions: canInteract
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if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
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if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
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if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false};
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// Statement
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[ACE_player, 1] call FUNC(selectNextGrenade);
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@ -86,7 +86,7 @@ if (!hasInterface) exitWith {};
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// Conditions: canInteract
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if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
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if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
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if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false};
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// Statement
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[ACE_player, 2] call FUNC(selectNextGrenade);
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@ -99,7 +99,7 @@ if (!hasInterface) exitWith {};
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// Conditions: canInteract
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if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
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if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
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if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false};
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// Statement
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if ((currentWeapon ACE_player) != "") then {
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