ACE3/addons/advanced_throwing/functions/fnc_prepare.sqf
Mike-MF 1c6c4d6bff
All - Fix parentheses around code (#10073)
* Fix Brackets around code

* Update fnc_handleFired.sqf

* Shouldn't have changed this one

---------

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
2024-06-18 14:08:03 +00:00

59 lines
2.0 KiB
Plaintext

#include "..\script_component.hpp"
/*
* Author: Dslyecxi, Jonpas
* Prepares throwable or selects the next.
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* [unit] call ace_advanced_throwing_fnc_prepare
*
* Public: No
*/
params ["_unit"];
TRACE_1("params",_unit);
// Select next throwable if one already in hand
if (_unit getVariable [QGVAR(inHand), false]) exitWith {
TRACE_1("inHand",_unit);
if !(_unit getVariable [QGVAR(primed), false]) then {
TRACE_1("not primed",_unit);
// Restore muzzle ammo (setAmmo 1 has no impact if no appliccable throwable in inventory)
// selectNextGrenade relies on muzzles array (setAmmo 0 removes the muzzle from the array and current can't be found, cycles between 0 and 1 muzzles)
ACE_player setAmmo [ACE_player getVariable [QGVAR(activeMuzzle), ""], 1];
[_unit] call EFUNC(weaponselect,selectNextGrenade);
};
};
// Try selecting next throwable if none currently selected
if (isNull (_unit getVariable [QGVAR(activeThrowable), objNull]) && {(currentThrowable _unit) isEqualTo []} && {!([_unit] call EFUNC(weaponselect,selectNextGrenade))}) exitWith {
TRACE_1("no throwables",_unit);
};
// Temporarily enable wind info, to aid in throwing smoke grenades effectively
if (GVAR(enableTempWindInfo) && {!(missionNamespace getVariable [QEGVAR(weather,WindInfo), false])}) then {
[] call EFUNC(weather,displayWindInfo);
GVAR(tempWindInfo) = true;
};
_unit setVariable [QGVAR(inHand), true];
// Add controls hint
call FUNC(updateControlsHint);
// Add throw action to suppress weapon firing (not possible to suppress mouseButtonDown event)
_unit setVariable [QGVAR(throwAction), [_unit, "DefaultAction", {true}, {true}] call EFUNC(common,addActionEventHandler)];
// Draw throwable and throw arc if enabled
GVAR(draw3DHandle) = addMissionEventHandler ["Draw3D", {
call FUNC(drawThrowable);
if (GVAR(showThrowArc)) then {
call FUNC(drawArc);
};
}];