ACE3/addons/safemode/functions/fnc_lockSafety.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: commy2
* Put weapon on safety, or take it off safety if safety is already put on.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Weapon <STRING>
* 2: Muzzle <STRING>
*
* Return Value:
* None
*
* Example:
* [ACE_player, currentWeapon ACE_player, currentMuzzle ACE_player] call ace_safemode_fnc_lockSafety
*
* Public: No
*/
// don't immediately switch back
if (inputAction "nextWeapon" > 0) exitWith {};
params ["_unit", "_weapon", "_muzzle"];
private _safedWeapons = _unit getVariable [QGVAR(safedWeapons), []];
if (_weapon in _safedWeapons) exitWith {
_this call FUNC(unlockSafety);
};
_safedWeapons pushBack _weapon;
_unit setVariable [QGVAR(safedWeapons), _safedWeapons];
if (_unit getVariable [QGVAR(actionID), -1] == -1) then {
_unit setVariable [QGVAR(actionID), [
_unit, "DefaultAction", {
if (
[_this select 1] call CBA_fnc_canUseWeapon
&& {
if (currentMuzzle (_this select 1) in ((_this select 1) getVariable [QGVAR(safedWeapons), []])) then {
if (inputAction "nextWeapon" > 0) exitWith {
[_this select 1, currentWeapon (_this select 1), currentMuzzle (_this select 1)] call FUNC(unlockSafety);
false
};
true
} else {false}
}
) then {
// player hud
[false] call FUNC(setSafeModeVisual);
true
} else {
// player hud
[true] call FUNC(setSafeModeVisual);
false
};
}, {}
] call EFUNC(common,addActionEventHandler)];
};
if (_muzzle isEqualType "") then {
_unit selectWeapon _muzzle;
};
// play fire mode selector sound
[_unit, _weapon, _muzzle] call FUNC(playChangeFiremodeSound);
// show info box
private _picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
[localize LSTRING(PutOnSafety), _picture] call EFUNC(common,displayTextPicture);