ACE3/addons/safemode/functions/fnc_setSafeModeVisual.sqf
johnb432 6a25e9365a
Safemode - Refactor (#10111)
* Refactor safemode

* Further improvements and fixes

* Update XEH_postInit.sqf

* Don't allow binoculars to be set to safe

* Add API for getting weapon safety status

* Update fnc_jamWeapon.sqf

* Added doc

* Update fnc_playChangeFiremodeSound.sqf

* Update addons/overheating/functions/fnc_jamWeapon.sqf

Co-authored-by: PabstMirror <pabstmirror@gmail.com>

* Update addons/weaponselect/functions/fnc_selectWeaponMode.sqf

Co-authored-by: PabstMirror <pabstmirror@gmail.com>

---------

Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2024-08-02 13:59:18 +02:00

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#include "..\script_component.hpp"
/*
* Author: commy2
* Shows firemode indicator, representing safety lock.
*
* Arguments:
* 0: Show firemode <BOOL>
*
* Return Value:
* None
*
* Example:
* true call ace_safemode_fnc_setSafeModeVisual
*
* Public: No
*/
params ["_show"];
disableSerialization;
private _control = (uiNamespace getVariable ["ACE_dlgSoldier", displayNull]) displayCtrl 187;
if (isNull _control) exitWith {};
if (_show) then {
private _config = configFile >> "RscInGameUI" >> "RscUnitInfoSoldier" >> "WeaponInfoControlsGroupLeft" >> "controls" >> "CA_ModeTexture";
_control ctrlSetPosition [getNumber (_config >> "x"), getNumber (_config >> "y"), getNumber (_config >> "w"), getNumber (_config >> "h")];
} else {
_control ctrlSetPosition [0, 0, 0, 0];
};
_control ctrlCommit 0;