/* * Author: commy2 * Take weapon of safety lock. * * Arguments: * 0: Unit * 1: Weapon * 2: Muzzle * * Return Value: * None * * Example: * [ACE_player, currentWeapon ACE_player, currentMuzzle ACE_player] call ace_safemode_fnc_unlockSafety * * Public: No */ #include "script_component.hpp" params ["_unit", "_weapon", "_muzzle"]; private ["_safedWeapons", "_picture"]; _safedWeapons = _unit getVariable [QGVAR(safedWeapons), []]; _safedWeapons deleteAt (_safedWeapons find _weapon); _unit setVariable [QGVAR(safedWeapons), _safedWeapons]; // remove action if all weapons have put their safety on if (_safedWeapons isEqualTo []) then { [_unit, "DefaultAction", _unit getVariable [QGVAR(actionID), -1]] call EFUNC(common,removeActionEventHandler); _unit setVariable [QGVAR(actionID), -1]; }; _unit selectWeapon _muzzle; if (inputAction "nextWeapon" > 0) then { // switch to the last mode to roll over to first after the default nextWeapon action private ["_modes", "_mode", "_index"]; // get weapon modes _modes = []; { if (getNumber (configFile >> "CfgWeapons" >> _weapon >> _x >> "showToPlayer") == 1) then { _modes pushBack _x; }; if (_x == "this") then { _modes pushBack _weapon; }; nil } count getArray (configFile >> "CfgWeapons" >> _weapon >> "modes"); // select last mode _mode = _modes select (count _modes - 1); // switch to last mode _index = 0; while { _index < 100 && {currentMuzzle _unit != _weapon || {currentWeaponMode _unit != _mode}} } do { _unit action ["SwitchWeapon", _unit, _unit, _index]; _index = _index + 1; }; } else { // play fire mode selector sound [_unit, _weapon, _muzzle] call FUNC(playChangeFiremodeSound); }; // player hud [true] call FUNC(setSafeModeVisual); // show info box _picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture"); [localize LSTRING(TookOffSafety), _picture] call EFUNC(common,displayTextPicture);