ACE3/addons/spectator/functions/fnc_handleFired.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

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* gunbag

* hearing

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* huntir

* interact_menu

* interaction

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* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

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* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

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* nlaw

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* optionsmenu

* overheating

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* parachute

* pylons

* quickmount

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* rearm

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* respawn

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* slideshow

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* 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: Nelson Duarte, AACO, SilentSpike
* Function used to add projectiles to be drawn when a unit fires
*
* Arguments:
* Fired EH arguments
*
* Return Value:
* None
*
* Example:
* _unit addEventHandler ["Fired",{_this call ace_spectator_fnc_handleFired}]
*
* Public: No
*/
params [
"_unit",
["_weapon", "", [""]],
"", // Muzzle
"", // Mode
["_ammo", "", [""]], // Ammo
"", // Magazine
["_projectile", objNull, [objNull]]
];
// Remove the EH when spectator is no longer active or unit is removed
if (isNil QGVAR(entitiesToDraw) || {!(_unit in GVAR(entitiesToDraw))}) exitWith {
//USES_VARIABLES ["_thisEventHandler"]
_unit removeEventHandler ["Fired", _thisEventHandler];
SETVAR(_unit,GVAR(firedEH),nil);
};
// Fire time used for unit icon highlighting
_unit setVariable [QGVAR(highlightTime), time + FIRE_HIGHLIGHT_TIME];
// expensive, but any non local units might have this as null for 'global' projectiles (like grenades)
if (isNull _projectile) then {
_projectile = nearestObject [_unit, _ammo];
};
// Store projectiles / grenades for drawing
if (_weapon == "Throw") then {
[QGVAR(addToGrenadeTracking), [_projectile]] call CBA_fnc_localEvent;
} else {
[QGVAR(addToProjectileTracking), [_projectile]] call CBA_fnc_localEvent;
};