#include "..\script_component.hpp" /* * Author: alganthe, mharis001 * Zeus module function to toggle flashlights. * * Arguments: * 0: Logic object * 1: Toggle mode * 2: Add gear * 3: Target units (-1 - Selected group, 0 - BLUFOR, 1 - OPFOR, 2 - Independent, 3 - Civilian) * * Return Value: * None * * Example: * [LOGIC, true, true, -1] call ace_zeus_fnc_moduleToggleFlashlight * * Public: No */ params ["_logic", "_toggle", "_addGear", "_target"]; TRACE_1("params",_this); // Create array of target units private _units = []; if (_target == -1) then { _units = (units attachedTo _logic) select {alive _x && {!([_x] call EFUNC(common,isPlayer))} && {currentWeapon _x isNotEqualTo ""}}; } else { private _side = [west, east, independent, civilian] select _target; _units = allUnits select {alive _x && {side _x == _side} && {!([_x] call EFUNC(common,isPlayer))} && {currentWeapon _x isNotEqualTo ""}}; }; // Toggle flashlights for units if (_toggle) then { private _cfgWeapons = configFile >> "CfgWeapons"; { private _weapon = currentWeapon _x; private _pointer = (_x weaponAccessories _weapon) select 1; if ((_pointer isNotEqualTo "") && {getNumber (_cfgWeapons >> _pointer >> "ItemInfo" >> "FlashLight" >> "size") > 0}) then { [QEGVAR(ai,enableGunLights), [_x, "forceOn"], _x] call CBA_fnc_targetEvent; } else { if (_addGear) then { // Get compatible items for pointer slot private _compatibleItems = [_weapon, "pointer"] call CBA_fnc_compatibleItems; // Get random flashlight from compatible pointer slot items private _flashlightItem = selectRandom (_compatibleItems select {getNumber (_cfgWeapons >> _x >> "ItemInfo" >> "FlashLight" >> "size") > 0}); // Add flashlight to weapon and enable [QEGVAR(common,addWeaponItem), [_x, _weapon, _flashlightItem], _x] call CBA_fnc_targetEvent; [QEGVAR(ai,enableGunLights), [_x, "forceOn"], _x] call CBA_fnc_targetEvent; TRACE_2("Added flashlight to unit",_x,_flashlightItem); }; }; } forEach _units; } else { { [QEGVAR(ai,enableGunLights), [_x, "forceOff"], _x] call CBA_fnc_targetEvent; } forEach _units; }; deleteVehicle _logic;