/* * Author: alganthe * Zeus module function to toggle Flashlights * * Arguments: * 0: Logic object * 1: Toggle mode * 2: Add gear * 3: Target of the toggle 0: blufor; 1: opfor; 2: indep; 3: civ; 4: selected group * * Return Value: * None * * Example: * [LOGIC, true, true, 4] call ace_zeus_fnc_moduleToggleFlashlight * * Public: No */ #include "script_component.hpp" params ["_logic", "_toggle", "_addGear", "_target"]; private _units = []; if (_target == 4) then { _units = units (attachedTo _logic); } else { _units = allUnits select {alive _x && {side _x == ([blufor, opfor, independent, civilian] select _target)}}, }; if (_toggle) then { { // enableGunLights doesn't work on players if !(isPlayer _x || {(currentWeapon _x) isEqualTo ""}) then { private _pointer = (_x weaponAccessories (currentWeapon _x)) select 1; if (!(_pointer isEqualTo "") && {isNull (configfile >> "CfgWeapons" >> _pointer >> "ItemInfo" >> "Pointer")}) then { [QGVAR(enableFlashlight), [_x, "forceOn"], _x] call CBA_fnc_targetEvent; } else { if (_addGear) then { // Retrieve compatible items for the pointer slot private _pointerSlotCompatible = [currentWeapon _x, "pointer"] call CBA_fnc_compatibleItems; // Get flashlights from the array above and select the first one private _flashlight = (_pointerSlotCompatible select {isNull (configfile >> "CfgWeapons" >> _x >> "ItemInfo" >> "Pointer")}) select 0; [QEGVAR(common,addWeaponItem), [_x, (currentWeapon _x), _flashlight], _x] call CBA_fnc_targetEvent; [QGVAR(enableFlashlight), [_x, "forceOn"], _x] call CBA_fnc_targetEvent; }; }; }; } foreach _units; } else { { if !(isPlayer _x || {(currentWeapon _x) isEqualTo ""}) then { [QGVAR(enableFlashlight), [_x, "forceOff"], _x] call CBA_fnc_targetEvent; }; } foreach _units; }; deleteVehicle _logic;