#include "..\script_component.hpp" /* * Author: PabstMirror * Retrives list of current status effects * * Arguments: * 0: vehicle that it will be attached to (player or vehicle) * 1: Effect Name * * Return Value: * Effect status * 0: is activly set (if false, the effect is ignored and never modified) * 1: reasons why it is set true (list of strings, count of 0 = false, 1+ = true) * * Example: * [player, "forceWalk"] call ace_common_fnc_statusEffect_get * * Public: Yes */ params [["_object", objNull, [objNull]], ["_effectName", "", [""]]]; TRACE_2("params",_object,_effectName); if (isNull _object) exitWith { TRACE_1("null",_object); [false, []] }; [_object, false] call FUNC(statusEffect_resetVariables); //Check for mismatch //List of reasons private _statusReasons = missionNamespace getVariable [(format [QGVAR(statusEffects_%1), _effectName]), []]; if (_statusReasons isEqualTo []) exitWith { TRACE_1("no reasons - bad effect?",_statusReasons); [false, []] }; //Get Effect Number private _effectVarName = format [QGVAR(effect_%1), _effectName]; private _effectNumber = _object getVariable [_effectVarName, -1]; TRACE_2("current",_effectVarName,_effectNumber); if (_effectNumber == -1) exitWith { //Nil array - no effect [false, []] }; if (_effectNumber == 0) exitWith { //empty array - false effect [true, []] }; //if no change: skip sending publicVar and events private _effectBoolArray = [_effectNumber, count _statusReasons] call FUNC(binarizeNumber); TRACE_2("bitArray",_statusIndex,_effectBoolArray); private _activeEffects = []; { if (_x) then { _activeEffects pushBack (_statusReasons select _forEachIndex); }; } forEach _effectBoolArray; //non-empty array - true effect [true, _activeEffects]