ACE3/addons/advanced_throwing/functions/fnc_prepare.sqf
jonpas 0400a857e6 Fix Advanced Throwing vanilla throw block for primed throwables (#4370)
* Fix vanilla throwing block failing after priming, simplify muzzle ammo (can only be 1 or 0, 1 doesn't influence anything if no appliccable throwable in inventory)

* Disable select grenade keys when advanced throwing is active

* Fix #4375 - select next grenade cycles between first 2 grenade muzzles due to setAmmo
2016-09-12 19:21:04 +02:00

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/*
* 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
*/
#include "script_component.hpp"
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);
};
_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);
};
}];