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* Fix adv. throwing for multiple round grenades * Cleanup adv. throwing * Minor optimisation and cleanup
84 lines
2.8 KiB
Plaintext
84 lines
2.8 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: Dslyecxi, Jonpas
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* Primes the throwable, creates global throwable vehicle and throws Fired XEH.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Show Hint <BOOL> (default: false)
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*
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* Return Value:
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* None
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*
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* Example:
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* [unit] call ace_advanced_throwing_fnc_prime
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*
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* Public: No
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*/
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params ["_unit", ["_showHint", false]];
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TRACE_2("params",_unit,_showHint);
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_unit setVariable [QGVAR(primed), true];
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// Remove item before cooking to prevent weaponselect showing more throwables than there actually are in inventory
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private _throwableMag = (currentThrowable _unit) select 0;
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private _config = configFile >> "CfgMagazines" >> _throwableMag;
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(_unit getVariable [QGVAR(activeMuzzle), ["", -1]]) params ["_muzzle", "_ammoCount"];
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// If there is 1 "round" left in the grenade, remove it from the player's inventory
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if (_ammoCount == 1) then {
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// Grenade has ammo set to 0, so remove that one specifically
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[_unit, _throwableMag, 0] call EFUNC(common,removeSpecificMagazine);
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// Get ammo count of new magazine
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_unit setVariable [QGVAR(activeMuzzle), [_muzzle, _unit ammo _muzzle]];
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} else {
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if (_ammoCount > 1 && {getNumber (_config >> "count") > 1}) then {
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_unit setVariable [QGVAR(activeMuzzle), [_muzzle, _ammoCount - 1]];
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};
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};
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// Set muzzle ammo to 0 to block vanilla throwing, removing magazine above resets it
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_unit setAmmo [_muzzle, 0];
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private _throwableType = getText (_config >> "ammo");
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private _ammoConfig = configFile >> "CfgAmmo" >> _throwableType;
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// Handle weird scripted grenades (RHS) which could cause unexpected behaviour
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if (inheritsFrom (_ammoConfig >> QGVAR(replaceWith)) isEqualTo _ammoConfig) then {
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_throwableType = getText (_ammoConfig >> QGVAR(replaceWith));
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};
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// Create actual throwable globally
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private _activeThrowableOld = _unit getVariable [QGVAR(activeThrowable), objNull];
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private _activeThrowable = createVehicle [_throwableType, _activeThrowableOld, [], 0, "CAN_COLLIDE"];
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_unit setVariable [QGVAR(activeThrowable), _activeThrowable];
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deleteVehicle _activeThrowableOld;
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// Throw Fired XEH
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[QGVAR(throwFiredXEH), [
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_unit, // unit
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"Throw", // weapon
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_muzzle, // muzzle
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_muzzle, // mode
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_throwableType, // ammo
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_throwableMag, // magazine
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_activeThrowable // projectile
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]] call CBA_fnc_globalEvent;
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// Set prime instigator
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[QEGVAR(common,setShotParents), [_activeThrowable, _unit, _unit]] call CBA_fnc_serverEvent;
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if (_showHint) then {
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// Show primed hint
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private _displayNameShort = getText (_config >> "displayNameShort");
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private _picture = getText (_config >> "picture");
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[[_displayNameShort, LLSTRING(Primed)] joinString " ", _picture] call EFUNC(common,displayTextPicture);
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// Change controls hint for RMB
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call FUNC(updateControlsHint);
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};
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