Files
ACE3/addons/advanced_throwing/functions/fnc_exitThrowMode.sqf
johnb432 defbf33046 Advanced Throwing - Cleanup (#10495)
* Fix adv. throwing for multiple round grenades

* Cleanup adv. throwing

* Minor optimisation and cleanup
2024-11-22 09:31:07 +01:00

68 lines
2.2 KiB
Plaintext

#include "..\script_component.hpp"
/*
* Author: Dslyecxi, Jonpas
* Exits throw mode.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Reason <STRING>
*
* Return Value:
* None
*
* Example:
* [unit, "reason"] call ace_advanced_throwing_fnc_exitThrowMode
*
* Public: No
*/
params ["_unit", "_reason"];
TRACE_2("params",_unit,_reason);
if !(_unit getVariable [QGVAR(inHand), false]) exitWith {};
TRACE_1("Exit Throw Mode",_reason);
private _activeThrowable = _unit getVariable [QGVAR(activeThrowable), objNull];
if !(_unit getVariable [QGVAR(primed), false]) then {
deleteVehicle _activeThrowable;
} else {
_unit setVariable [QGVAR(lastThrownTime), CBA_missionTime];
// Fix floating for throwables without proper physics (eg. IR Grenade)
_activeThrowable setVelocity [0, 0, -0.1];
// Set thrower
private _instigator = (getShotParents _activeThrowable) param [1, _unit]; // getShotParents could be [] on replaced grenades (like IR chemlight)
[QEGVAR(common,setShotParents), [_activeThrowable, _unit, _instigator]] call CBA_fnc_serverEvent;
};
// Restore muzzle ammo (setAmmo has no impact if no applicable throwable in inventory)
_unit setAmmo (_unit getVariable [QGVAR(activeMuzzle), ["", -1]]);
_unit setVariable [QGVAR(inHand), false];
_unit setVariable [QGVAR(primed), false];
_unit setVariable [QGVAR(activeThrowable), objNull];
_unit setVariable [QGVAR(activeMuzzle), ["", -1]];
_unit setVariable [QGVAR(throwType), THROW_TYPE_DEFAULT];
_unit setVariable [QGVAR(throwSpeed), THROW_SPEED_DEFAULT];
_unit setVariable [QGVAR(dropMode), false];
_unit setVariable [QGVAR(dropDistance), DROP_DISTANCE_DEFAULT];
// Remove controls hint (check if ever enabled is inside the function)
call EFUNC(interaction,hideMouseHint);
// Hide wind info after throw, if it was temporarily enabled for the throw
if (GVAR(tempWindInfo)) then {
EGVAR(weather,WindInfo) = false;
GVAR(tempWindInfo) = false;
};
// Remove throw action
[_unit, "DefaultAction", _unit getVariable [QGVAR(throwAction), -1]] call EFUNC(common,removeActionEventHandler);
// Remove throw arc draw
if (!isNil QGVAR(draw3DHandle)) then {
removeMissionEventHandler ["Draw3D", GVAR(draw3DHandle)];
GVAR(draw3DHandle) = nil;
};