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* Fix Brackets around code * Update fnc_handleFired.sqf * Shouldn't have changed this one --------- Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
96 lines
3.7 KiB
Plaintext
96 lines
3.7 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: PabstMirror
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* Adds interaction menu actions to switch the firemode to a vehicle.
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* Also adds a Laser Designator if vehicle is configured for one.
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*
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* Arguments:
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* 0: Player <OBJECT>
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* [player] call ace_hellfire_fnc_setupVehicle
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*
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* Public: No
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*/
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params ["_player"];
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// Note: player may be the currently controlled UAV's AI unit (so may be different from ace_player)
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TRACE_1("showHud",_player);
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private _enabled = false;
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private _vehicle = vehicle _player;
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private _turretPath = [-1];
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if ((alive _player) && {_player != _vehicle}) then {
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if (_player != (driver _vehicle)) then {
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_turretPath = _player call CBA_fnc_turretPath
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};
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{
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if ((getNumber (configFile >> "CfgWeapons" >> _x >> QGVAR(enabled))) == 1) then {
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TRACE_1("enabled",_x);
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_enabled = true;
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};
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} forEach (_vehicle weaponsTurret _turretPath);
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};
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if (!_enabled) exitWith {TRACE_3("Not enabled",_enabled,_vehicle,_turretPath);};
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// Add laser if vehicle is configured for one:
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if ((getNumber (configOf _vehicle >> QGVAR(addLaserDesignator))) == 1) then {
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[{
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params ["_vehicle", "_turretPath"];
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TRACE_3("checking for laser",_vehicle,_turretPath,_vehicle turretLocal _turretPath);
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if (!alive _vehicle) exitWith {};
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if !(_vehicle turretLocal _turretPath) then {WARNING("Turret not local");};
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private _hasLaser = false;
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{
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// Most addons just use "Laserdesignator_mounted", but this should cover custom ones
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if ((getNumber (configFile >> "CfgWeapons" >> _x >> "Laser")) == 1) exitWith {
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_hasLaser = true;
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};
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} forEach (_vehicle weaponsTurret _turretPath);
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if (!_hasLaser) then {
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TRACE_1("Adding Laser Designator",typeOf _vehicle);
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_vehicle addWeaponTurret ["Laserdesignator_mounted", _turretPath];
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_vehicle addMagazineTurret ["Laserbatteries", _turretPath];
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};
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}, [_vehicle, _turretPath], 1] call CBA_fnc_waitAndExecute; // Need to delay slightly for turret to become local (probably only needs a single frame)
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};
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// Add interaction menu actions:
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if (_vehicle getVariable [QGVAR(actionsAdded), false]) exitWith {};
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_vehicle setVariable [QGVAR(actionsAdded), true];
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private _action = [QUOTE(ADDON), localize LSTRING(hellfireModeAction), "", {}, {true}] call EFUNC(interact_menu,createAction);
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private _basePath = [_vehicle, 1, ["ACE_SelfActions"], _action] call EFUNC(interact_menu,addActionToObject);
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private _fnc_statement = {
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params ["_target", "", "_attackProfile"];
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TRACE_2("statement",_target,_attackProfile);
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_target setVariable [QEGVAR(missileguidance,attackProfile), _attackProfile];
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};
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private _fnc_condition = {
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params ["_target", "_player", "_attackProfile"];
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private _turretPath = if (ACE_player == (driver _target)) then {[-1]} else {ACE_player call CBA_fnc_turretPath};
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private _hasWeapon = ({(isNumber (configFile >> "CfgWeapons" >> _x >> QGVAR(enabled))) && {getNumber (configFile >> "CfgWeapons" >> _x >> QGVAR(enabled)) > 0}} count (_target weaponsTurret _turretPath)) > 0;
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(_hasWeapon) &&
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{(_target getVariable [QEGVAR(missileguidance,attackProfile), "hellfire"]) != _attackProfile};
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};
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{
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private _displayName = getText (configFile >> QEGVAR(missileguidance,AttackProfiles) >> _x >> "name");
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private _action = [format [QGVAR(%1),_x], _displayName, "", _fnc_statement, _fnc_condition, {}, _x] call EFUNC(interact_menu,createAction);
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[_vehicle, 1, _basePath, _action] call EFUNC(interact_menu,addActionToObject);
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} forEach ["hellfire", "hellfire_hi", "hellfire_lo"];
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TRACE_2("interactions added",_vehicle,typeOf _vehicle);
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