#include "..\script_component.hpp" /* * Author: Dslyecxi, Jonpas * Prepares throwable or selects the next. * * Arguments: * 0: Unit * * 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); }; _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); }; }];