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9760095c42
* Allow incendiary grenades to damage multiple vehicles Disable incendiaries damaging invulnerable vehicles * Apply fire damage to vehicles even after grenade detonation * Update fnc_damageEngineAndWheels.sqf * Update fnc_incendiary.sqf * Update fnc_damageEngineAndWheels.sqf * british people don't exist --------- Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
60 lines
2.5 KiB
Plaintext
60 lines
2.5 KiB
Plaintext
// by commy2
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#include "script_component.hpp"
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["ace_flashbangExploded", LINKFUNC(flashbangExplosionEH)] call CBA_fnc_addEventHandler;
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[QGVAR(damageEngineAndWheels), LINKFUNC(damageEngineAndWheels)] call CBA_fnc_addEventHandler;
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// Register fired event handlers
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["ace_firedPlayer", LINKFUNC(throwGrenade)] call CBA_fnc_addEventHandler;
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["ace_firedPlayerNonLocal", LINKFUNC(throwGrenade)] call CBA_fnc_addEventHandler;
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["ace_firedNonPlayer", LINKFUNC(throwGrenade)] call CBA_fnc_addEventHandler;
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if (!hasInterface) exitWith {};
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GVAR(flashbangPPEffectCC) = ppEffectCreate ["ColorCorrections", 4265];
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GVAR(flashbangPPEffectCC) ppEffectForceInNVG true;
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// Add keybinds
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["ACE3 Weapons", QGVAR(switchGrenadeMode), localize LSTRING(SwitchGrenadeMode), {
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// Conditions: canInteract
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if !([ACE_player, objNull, ["isNotEscorting", "isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
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if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false};
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// Don't change mode or show hint if advanced throwing is active
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if (ACE_player getVariable [QEGVAR(advanced_throwing,inHand), false]) exitWith {false};
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// Statement
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[] call FUNC(nextMode);
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}, {false}, [9, [false, false, false]], false] call CBA_fnc_addKeybind; //8 Key
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["CBA_settingsInitialized", {
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if (GVAR(convertExplosives)) then {
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[] call FUNC(addChangeFuseItemContextMenuOptions);
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};
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}] call CBA_fnc_addEventHandler;
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["vehicle", {
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private _currentThrowable = currentThrowable ACE_player;
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// Make sure grenade can be rolled if in roll mode (detonation time has to be >= 1 second and player isn't in a vehicle)
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if !(
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GVAR(currentThrowMode) == 3 &&
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{_currentThrowable isNotEqualTo []} &&
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{
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!isNull objectParent ACE_player ||
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{getNumber (configFile >> "CfgAmmo" >> getText (configFile >> "CfgMagazines" >> _currentThrowable select 0 >> "ammo") >> "explosionTime") < MIN_EXPLOSION_TIME_FOR_ROLL}
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}
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) exitWith {};
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// If the player can't use throwables, don't change it
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if !(ACE_player call CBA_fnc_canUseWeapon) exitWith {};
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// Force the user into the normal throw mode
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// Next throw mode after roll would be drop, which isn't ideal if the user tries to throw unknowingly...
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[format [LLSTRING(RollGrenadeDisabled), LLSTRING(NormalThrow)], 2] call EFUNC(common,displayTextStructured);
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GVAR(currentThrowMode) = 0;
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GVAR(throwModePFEH) call CBA_fnc_removePerFrameHandler;
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}, true] call CBA_fnc_addPlayerEventHandler;
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