ACE3/addons/grenades/XEH_postInit.sqf
johnb432 be9797d11d
Grenades - Add grenade rolling (#10005)
* Add grenade rolling

* Added some safeguards

* Use `setVectorDirAndUp` instead of rotation

* Don't allow players to roll grenades when in vehicles

* Grenades - Rolling only add PFEH when needed (#10015)

* Grenades - Rolling only add PFEH when needed

* Corrected minor typo, moved variable init in preInit, fixed bugs

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Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>

* Don't switch modes if grenade can't be thrown

* Minor tweaks

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Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2024-05-27 02:19:52 -07:00

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// by commy2
#include "script_component.hpp"
["ace_flashbangExploded", LINKFUNC(flashbangExplosionEH)] call CBA_fnc_addEventHandler;
// Register fired event handlers
["ace_firedPlayer", LINKFUNC(throwGrenade)] call CBA_fnc_addEventHandler;
["ace_firedPlayerNonLocal", LINKFUNC(throwGrenade)] call CBA_fnc_addEventHandler;
["ace_firedNonPlayer", LINKFUNC(throwGrenade)] call CBA_fnc_addEventHandler;
if (!hasInterface) exitWith {};
GVAR(flashbangPPEffectCC) = ppEffectCreate ["ColorCorrections", 4265];
GVAR(flashbangPPEffectCC) ppEffectForceInNVG true;
// Add keybinds
["ACE3 Weapons", QGVAR(switchGrenadeMode), localize LSTRING(SwitchGrenadeMode), {
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotEscorting", "isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false};
// Don't change mode or show hint if advanced throwing is active
if (ACE_player getVariable [QEGVAR(advanced_throwing,inHand), false]) exitWith {false};
// Statement
[] call FUNC(nextMode);
}, {false}, [9, [false, false, false]], false] call CBA_fnc_addKeybind; //8 Key
["CBA_settingsInitialized", {
if (GVAR(convertExplosives)) then {
[] call FUNC(addChangeFuseItemContextMenuOptions);
};
}] call CBA_fnc_addEventHandler;
["vehicle", {
private _currentThrowable = currentThrowable ACE_player;
// Make sure grenade can be rolled if in roll mode (detonation time has to be >= 1 second and player isn't in a vehicle)
if !(
GVAR(currentThrowMode) == 3 &&
{_currentThrowable isNotEqualTo []} &&
{
!isNull objectParent ACE_player ||
{getNumber (configFile >> "CfgAmmo" >> getText (configFile >> "CfgMagazines" >> _currentThrowable select 0 >> "ammo") >> "explosionTime") < MIN_EXPLOSION_TIME_FOR_ROLL}
}
) exitWith {};
// If the player can't use throwables, don't change it
if !(ACE_player call CBA_fnc_canUseWeapon) exitWith {};
// Force the user into the normal throw mode
// Next throw mode after roll would be drop, which isn't ideal if the user tries to throw unknowingly...
[format [LLSTRING(RollGrenadeDisabled), LLSTRING(NormalThrow)], 2] call EFUNC(common,displayTextStructured);
GVAR(currentThrowMode) = 0;
GVAR(throwModePFEH) call CBA_fnc_removePerFrameHandler;
}, true] call CBA_fnc_addPlayerEventHandler;