Merge pull request #1414 from acemod/Explosives_ZeusCompatible

Made explosives Zeus and AI compatible specifically in regards to Dea…
This commit is contained in:
Garth "L-H" de Wet 2015-05-29 07:48:50 +02:00
commit e2970ab40e
5 changed files with 79 additions and 53 deletions

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@ -9,12 +9,19 @@ class Extended_PostInit_EventHandlers {
};
};
/*
TODO: Move the addEventHandlers out of PostInit into here or separate eventHandlers,
to enable them on all units, so unit switching works for explosives properly.
class Extended_Init_EventHandlers {
class CAManBase {
init = "";
}
}
*/
class Extended_Killed_EventHandlers {
class CAManBase {
GVAR(killedHandler) = QUOTE(_this call FUNC(onKilled));
};
};
class Extended_Take_EventHandlers {
class CAManBase {
GVAR(takeHandler) = QUOTE([ARR_3(_this select 0, _this select 1, _this select 2)] call FUNC(onInventoryChanged));
};
};
class Extended_Put_EventHandlers {
class CAManBase {
GVAR(takeHandler) = QUOTE([ARR_3(_this select 1, _this select 0, _this select 2)] call FUNC(onInventoryChanged));
};
};

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@ -50,47 +50,3 @@ GVAR(CurrentSpeedDial) = 0;
}] call EFUNC(common,addEventHandler);
[{(_this select 0) call FUNC(handleScrollWheel);}] call EFUNC(Common,addScrollWheelEventHandler);
player addEventHandler ["Killed", {
private "_deadman";
call FUNC(place_Cancel);
_deadman = [(_this select 0), "DeadManSwitch"] call FUNC(getPlacedExplosives);
{
[(_this select 0), -1, _x, true] call FUNC(detonateExplosive);
} count _deadman;
}];
player addEventHandler ["Take", {
private ["_item", "_getter", "_giver", "_config", "_detonators"];
_item = _this select 2;
_getter = _this select 0;
_giver = _this select 1;
_config = ConfigFile >> "CfgWeapons" >> _item;
if (isClass _config && {getNumber(_config >> "ACE_Detonator") == 1}) then {
private ["_clackerItems"];
_clackerItems = _giver getVariable [QGVAR(Clackers), []];
_getter SetVariable [QGVAR(Clackers), (_getter getVariable [QGVAR(Clackers), []]) + _clackerItems, true];
_detonators = [_giver] call FUNC(getDetonators);
if (count _detonators == 0) then {
_giver setVariable [QGVAR(Clackers), nil, true];
};
};
}];
player addEventHandler ["Put", {
private ["_item", "_getter", "_giver", "_config"];
_item = _this select 2;
_getter = _this select 1;
_giver = _this select 0;
_config = ConfigFile >> "CfgWeapons" >> _item;
if (isClass _config && {getNumber(_config >> "ACE_Detonator") == 1}) then {
private ["_clackerItems"];
_clackerItems = _giver getVariable [QGVAR(Clackers), []];
_getter SetVariable [QGVAR(Clackers), (_getter getVariable [QGVAR(Clackers), []]) + _clackerItems, true];
_detonators = [_giver] call FUNC(getDetonators);
if (count _detonators == 0) then {
_giver setVariable [QGVAR(Clackers), nil, true];
};
};
}];

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@ -42,6 +42,8 @@ PREP(getSpeedDialExplosive);
PREP(module);
PREP(onInventoryChanged);
PREP(onKilled);
PREP(onLanded);
PREP(openTimerSetUI);

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@ -0,0 +1,35 @@
/*
* Author: Garth 'L-H' de Wet
* When a take/put event handler fires and a detonator is changed hands.
* Then take "attached" explosives.
*
* Arguments:
* 0: Receiver <OBJECT>
* 1: Giver <OBJECT>
* 2: Item <STRING>
*
* Return Value:
* None
*
* Example:
* Handled by CBA
*
* Public: No
*/
#include "script_component.hpp"
private ["_config", "_detonators"];
PARAMS_3(_receiver,_giver,_item);
if (_receiver != ace_player) exitWith {};
_config = ConfigFile >> "CfgWeapons" >> _item;
if (isClass _config && {getNumber(_config >> "ACE_Detonator") == 1}) then {
private ["_clackerItems"];
_clackerItems = _giver getVariable [QGVAR(Clackers), []];
_receiver SetVariable [QGVAR(Clackers), (_receiver getVariable [QGVAR(Clackers), []]) + _clackerItems, true];
_detonators = [_giver] call FUNC(getDetonators);
if (count _detonators == 0) then {
_giver setVariable [QGVAR(Clackers), nil, true];
};
};

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@ -0,0 +1,26 @@
/*
* Author: Garth 'L-H' de Wet
* Detonates all attached deadman's switched triggered explosives.
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* Handled by CBA
*
* Public: No
*/
#include "script_component.hpp"
private ["_deadman"];
_unit = _this select 0;
if (_unit == ACE_player) then {
call FUNC(place_Cancel);
};
if (!isServer) exitWith{};
_deadman = [_unit, "DeadManSwitch"] call FUNC(getPlacedExplosives);
{
[_unit, -1, _x, true] call FUNC(detonateExplosive);
} foreach _deadman;