#include "..\script_component.hpp"
/*
 * Author: Dslyecxi, Jonpas
 * Prepares throwable or selects the next.
 *
 * Arguments:
 * 0: Unit <OBJECT>
 *
 * Return Value:
 * None
 *
 * Example:
 * [unit] call ace_advanced_throwing_fnc_prepare
 *
 * Public: No
 */

params ["_unit"];
TRACE_1("params",_unit);

// Select next throwable if one already in hand
if (_unit getVariable [QGVAR(inHand), false]) exitWith {
    TRACE_1("inHand",_unit);
    if (!(_unit getVariable [QGVAR(primed), false])) then {
        TRACE_1("not primed",_unit);
        // Restore muzzle ammo (setAmmo 1 has no impact if no appliccable throwable in inventory)
        // selectNextGrenade relies on muzzles array (setAmmo 0 removes the muzzle from the array and current can't be found, cycles between 0 and 1 muzzles)
        ACE_player setAmmo [ACE_player getVariable [QGVAR(activeMuzzle), ""], 1];
        [_unit] call EFUNC(weaponselect,selectNextGrenade);
    };
};

// Try selecting next throwable if none currently selected
if (isNull (_unit getVariable [QGVAR(activeThrowable), objNull]) && {(currentThrowable _unit) isEqualTo []} && {!([_unit] call EFUNC(weaponselect,selectNextGrenade))}) exitWith {
    TRACE_1("no throwables",_unit);
};

// Temporarily enable wind info, to aid in throwing smoke grenades effectively
if (GVAR(enableTempWindInfo) && {!(missionNamespace getVariable [QEGVAR(weather,WindInfo), false])}) then {
    [] call EFUNC(weather,displayWindInfo);
    GVAR(tempWindInfo) = true;
};

_unit setVariable [QGVAR(inHand), true];

// Add controls hint
call FUNC(updateControlsHint);

// Add throw action to suppress weapon firing (not possible to suppress mouseButtonDown event)
_unit setVariable [QGVAR(throwAction), [_unit, "DefaultAction", {true}, {true}] call EFUNC(common,addActionEventHandler)];

// Draw throwable and throw arc if enabled
GVAR(draw3DHandle) = addMissionEventHandler ["Draw3D", {
    call FUNC(drawThrowable);
    if (GVAR(showThrowArc)) then {
        call FUNC(drawArc);
    };
}];