#include "..\script_component.hpp" /* * Author: PabstMirror * Adds interaction menu actions to switch the firemode to a vehicle. * Also adds a Laser Designator if vehicle is configured for one. * * Arguments: * 0: Player * * Return Value: * Nothing * * Example: * [player] call ace_hellfire_fnc_setupVehicle * * Public: No */ params ["_player"]; // Note: player may be the currently controlled UAV's AI unit (so may be different from ace_player) TRACE_1("showHud",_player); private _enabled = false; private _vehicle = vehicle _player; private _turretPath = [-1]; if ((alive _player) && {_player != _vehicle}) then { if (_player != (driver _vehicle)) then { _turretPath = _player call CBA_fnc_turretPath }; { if ((getNumber (configFile >> "CfgWeapons" >> _x >> QGVAR(enabled))) == 1) then { TRACE_1("enabled",_x); _enabled = true; }; } forEach (_vehicle weaponsTurret _turretPath); }; if (!_enabled) exitWith {TRACE_3("Not enabled",_enabled,_vehicle,_turretPath);}; // Add laser if vehicle is configured for one: if ((getNumber (configOf _vehicle >> QGVAR(addLaserDesignator))) == 1) then { [{ params ["_vehicle", "_turretPath"]; TRACE_3("checking for laser",_vehicle,_turretPath,_vehicle turretLocal _turretPath); if (!alive _vehicle) exitWith {}; if !(_vehicle turretLocal _turretPath) then {WARNING("Turret not local");}; private _hasLaser = false; { // Most addons just use "Laserdesignator_mounted", but this should cover custom ones if ((getNumber (configFile >> "CfgWeapons" >> _x >> "Laser")) == 1) exitWith { _hasLaser = true; }; } forEach (_vehicle weaponsTurret _turretPath); if (!_hasLaser) then { TRACE_1("Adding Laser Designator",typeOf _vehicle); _vehicle addWeaponTurret ["Laserdesignator_mounted", _turretPath]; _vehicle addMagazineTurret ["Laserbatteries", _turretPath]; }; }, [_vehicle, _turretPath], 1] call CBA_fnc_waitAndExecute; // Need to delay slightly for turret to become local (probably only needs a single frame) }; // Add interaction menu actions: if (_vehicle getVariable [QGVAR(actionsAdded), false]) exitWith {}; _vehicle setVariable [QGVAR(actionsAdded), true]; private _action = [QUOTE(ADDON), localize LSTRING(hellfireModeAction), "", {}, {true}] call EFUNC(interact_menu,createAction); private _basePath = [_vehicle, 1, ["ACE_SelfActions"], _action] call EFUNC(interact_menu,addActionToObject); private _fnc_statement = { params ["_target", "", "_attackProfile"]; TRACE_2("statement",_target,_attackProfile); _target setVariable [QEGVAR(missileguidance,attackProfile), _attackProfile]; }; private _fnc_condition = { params ["_target", "_player", "_attackProfile"]; private _turretPath = if (ACE_player == (driver _target)) then {[-1]} else {ACE_player call CBA_fnc_turretPath}; private _hasWeapon = ({(isNumber (configFile >> "CfgWeapons" >> _x >> QGVAR(enabled))) && {getNumber (configFile >> "CfgWeapons" >> _x >> QGVAR(enabled)) > 0}} count (_target weaponsTurret _turretPath)) > 0; (_hasWeapon) && {(_target getVariable [QEGVAR(missileguidance,attackProfile), "hellfire"]) != _attackProfile}; }; { private _displayName = getText (configFile >> QEGVAR(missileguidance,AttackProfiles) >> _x >> "name"); private _action = [format [QGVAR(%1),_x], _displayName, "", _fnc_statement, _fnc_condition, {}, _x] call EFUNC(interact_menu,createAction); [_vehicle, 1, _basePath, _action] call EFUNC(interact_menu,addActionToObject); } forEach ["hellfire", "hellfire_hi", "hellfire_lo"]; TRACE_2("interactions added",_vehicle,typeOf _vehicle);