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6a25e9365a
* 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>
46 lines
1.2 KiB
Plaintext
46 lines
1.2 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: johnb43
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* Getter for weapon safety state.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Weapon <STRING>
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* 2: Muzzle <STRING> (default: current muzzle of weapon)
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*
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* Return Value:
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* Safety status <BOOL>
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*
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* Example:
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* [ACE_player, currentWeapon ACE_player] call ace_safemode_fnc_getWeaponSafety
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*
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* Public: Yes
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*/
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params [
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["_unit", objNull, [objNull]],
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["_weapon", "", [""]],
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["_muzzle", nil, [""]]
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];
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if (_weapon == "" || {!(_unit hasWeapon _weapon)}) exitWith {false};
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// Check if weapon is a binocular
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if ((_weapon call EFUNC(common,getItemType)) select 1 == "binocular") exitWith {false};
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// Check for invalid muzzles
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_muzzle = if (isNil "_muzzle") then {
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// Get current weapon muzzle if not defined
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(_unit weaponState _weapon) select 1
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} else {
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// Get config case muzzle names
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private _muzzles = _weapon call EFUNC(common,getWeaponMuzzles);
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_muzzles param [_muzzles findIf {_x == _muzzle}, ""]
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};
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// Weapon is not available
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if (_muzzle == "") exitWith {false};
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_muzzle in ((_unit getVariable [QGVAR(safedWeapons), createHashMap]) getOrDefault [_weapon, createHashMap]) // return
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