ACE3/addons/safemode/functions/fnc_getWeaponSafety.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: johnb43
* Getter for weapon safety state.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Weapon <STRING>
* 2: Muzzle <STRING> (default: current muzzle of weapon)
*
* Return Value:
* Safety status <BOOL>
*
* Example:
* [ACE_player, currentWeapon ACE_player] call ace_safemode_fnc_getWeaponSafety
*
* Public: Yes
*/
params [
["_unit", objNull, [objNull]],
["_weapon", "", [""]],
["_muzzle", nil, [""]]
];
if (_weapon == "" || {!(_unit hasWeapon _weapon)}) exitWith {false};
// Check if weapon is a binocular
if ((_weapon call EFUNC(common,getItemType)) select 1 == "binocular") exitWith {false};
// Check for invalid muzzles
_muzzle = if (isNil "_muzzle") then {
// Get current weapon muzzle if not defined
(_unit weaponState _weapon) select 1
} else {
// Get config case muzzle names
private _muzzles = _weapon call EFUNC(common,getWeaponMuzzles);
_muzzles param [_muzzles findIf {_x == _muzzle}, ""]
};
// Weapon is not available
if (_muzzle == "") exitWith {false};
_muzzle in ((_unit getVariable [QGVAR(safedWeapons), createHashMap]) getOrDefault [_weapon, createHashMap]) // return