#include "script_component.hpp" /* * Author: Dystopian * Controls persistent laser state. * * Arguments: * 0: Enabled * * Return Value: * None * * Example: * true call ace_common_fnc_switchPersistentLaser * * Public: No */ params ["_enabled"]; if (!_enabled) exitWith { if (isNil QGVAR(laserKeyDownEH)) exitWith {}; ["KeyDown", GVAR(laserKeyDownEH)] call CBA_fnc_removeDisplayHandler; ["loadout", GVAR(laserLoadoutEH)] call CBA_fnc_removePlayerEventHandler; ["turret", GVAR(laserTurretEH)] call CBA_fnc_removePlayerEventHandler; ["vehicle", GVAR(laserVehicleEH)] call CBA_fnc_removePlayerEventHandler; ["weapon", GVAR(laserWeaponEH)] call CBA_fnc_removePlayerEventHandler; }; GVAR(laserKeyDownEH) = ["KeyDown", { if !((_this select 1) in actionKeys "headlights") exitWith {false}; private _weapon = currentWeapon ACE_player; [ { params ["_weapon", "_laserWasEnabled"]; private _laserEnabled = ACE_player isIRLaserOn _weapon || {ACE_player isFlashlightOn _weapon}; if (_laserEnabled && {_laserWasEnabled} || {!_laserEnabled && {!_laserWasEnabled}}) exitWith {}; private _weaponIndex = [ACE_player, _weapon] call FUNC(getWeaponIndex); ACE_player setVariable [QGVAR(laserEnabled_) + str _weaponIndex, [nil, true] select _laserEnabled]; }, [_weapon, ACE_player isIRLaserOn _weapon || {ACE_player isFlashlightOn _weapon}] ] call CBA_fnc_execNextFrame; false }] call CBA_fnc_addDisplayHandler; private _laserEH = { if (sunOrMoon == 1) exitWith {}; params ["_player"]; private _weaponIndex = [_player, currentWeapon _player] call FUNC(getWeaponIndex); if ( !(_player getVariable [QGVAR(laserEnabled_) + str _weaponIndex, false]) || {_weaponIndex > 0 && {"" != primaryWeapon _player}} // Arma switches to primary weapon if exists || {!(_player call CBA_fnc_canUseWeapon)} // ignore in vehicle except FFV ) exitWith {}; [ // wait for weapon in "ready to fire" direction {0.01 > getCameraViewDirection _this vectorDistance (_this weaponDirection currentWeapon _this)}, {{_this action [_x, _this]} forEach ["GunLightOn", "IRLaserOn"]}, _player, 3, {{_this action [_x, _this]} forEach ["GunLightOn", "IRLaserOn"]} ] call CBA_fnc_waitUntilAndExecute; }; GVAR(laserLoadoutEH) = ["loadout", _laserEH] call CBA_fnc_addPlayerEventHandler; GVAR(laserTurretEH) = ["turret", _laserEH] call CBA_fnc_addPlayerEventHandler; GVAR(laserVehicleEH) = ["vehicle", _laserEH] call CBA_fnc_addPlayerEventHandler; GVAR(laserWeaponEH) = ["weapon", _laserEH] call CBA_fnc_addPlayerEventHandler;