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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>
54 lines
1.6 KiB
Plaintext
54 lines
1.6 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: Brostrom.A, johnb43
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* Lock or unlock the given weapon based on weapon 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: State <BOOL>
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* 3: Show hint <BOOL> (default: true)
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* 4: Muzzle <STRING> (default: current muzzle of weapon)
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*
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* Return Value:
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* None
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*
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* Example:
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* [ACE_player, currentWeapon ACE_player, true] call ace_safemode_fnc_setWeaponSafety
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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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["_state", true, [true]],
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["_hint", true, [true]],
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["_muzzle", nil, [""]]
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];
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// Don't allow to set weapon safety if unit doesn't have one (but allow removing safety, in case unit doesn't have weapon anymore)
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if (_weapon == "" || {_state && {!(_unit hasWeapon _weapon)}}) exitWith {};
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// Check if weapon is a binocular
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if ((_weapon call EFUNC(common,getItemType)) select 1 == "binocular") exitWith {};
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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 {};
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// If the weapon is already in the desired state, don't do anything
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if (_state == (_muzzle in ((_unit getVariable [QGVAR(safedWeapons), createHashMap]) getOrDefault [_weapon, createHashMap]))) exitWith {};
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[_unit, _weapon, _muzzle, _hint] call FUNC(lockSafety);
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