#include "script_component.hpp" /* * Author: Dslyecxi, Jonpas * Exits throw mode. * * Arguments: * 0: Unit * 1: Reason * * Return Value: * None * * Example: * [unit, "reason"] call ace_advanced_throwing_fnc_exitThrowMode * * Public: No */ params ["_unit", "_reason"]; TRACE_2("params",_unit,_reason); if !(_unit getVariable [QGVAR(inHand), false]) exitWith {}; #ifdef DEBUG_MODE_FULL systemChat format ["Exit Throw Mode: %1", _reason]; #endif private _activeThrowable = _unit getVariable [QGVAR(activeThrowable), objNull]; if !(_unit getVariable [QGVAR(primed), false]) then { deleteVehicle _activeThrowable; } else { _unit setVariable [QGVAR(lastThrownTime), CBA_missionTime]; // Fix floating for throwables without proper physics (eg. IR Grenade) _activeThrowable setVelocity [0, 0, -0.1]; // Set thrower private _instigator = (getShotParents _activeThrowable) param [1, _unit]; // getShotParents could be [] on replaced grenades (like IR chemlight) [QEGVAR(common,setShotParents), [_activeThrowable, _unit, _instigator]] call CBA_fnc_serverEvent; }; // Restore muzzle ammo (setAmmo 1 has no impact if no appliccable throwable in inventory) _unit setAmmo [_unit getVariable [QGVAR(activeMuzzle), ""], 1]; _unit setVariable [QGVAR(inHand), false]; _unit setVariable [QGVAR(primed), false]; _unit setVariable [QGVAR(activeThrowable), objNull]; _unit setVariable [QGVAR(activeMuzzle), ""]; _unit setVariable [QGVAR(throwType), THROW_TYPE_DEFAULT]; _unit setVariable [QGVAR(throwSpeed), THROW_SPEED_DEFAULT]; _unit setVariable [QGVAR(dropMode), false]; _unit setVariable [QGVAR(dropDistance), DROP_DISTANCE_DEFAULT]; // Remove controls hint (check if ever enabled is inside the function) call EFUNC(interaction,hideMouseHint); // Remove throw action [_unit, "DefaultAction", _unit getVariable [QGVAR(throwAction), -1]] call EFUNC(common,removeActionEventHandler); // Remove throw arc draw if (!isNil QGVAR(draw3DHandle)) then { removeMissionEventHandler ["Draw3D", GVAR(draw3DHandle)]; GVAR(draw3DHandle) = nil; };