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65 lines
2.3 KiB
Plaintext
65 lines
2.3 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: alganthe, mharis001
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* Zeus module function to toggle flashlights.
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*
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* Arguments:
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* 0: Logic object <OBJECT>
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* 1: Toggle mode <BOOL>
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* 2: Add gear <BOOL>
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* 3: Target units (-1 - Selected group, 0 - BLUFOR, 1 - OPFOR, 2 - Independent, 3 - Civilian) <NUMBER>
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*
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* Return Value:
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* None
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*
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* Example:
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* [LOGIC, true, true, -1] call ace_zeus_fnc_moduleToggleFlashlight
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*
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* Public: No
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*/
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params ["_logic", "_toggle", "_addGear", "_target"];
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TRACE_1("params",_this);
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// Create array of target units
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private _units = [];
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if (_target == -1) then {
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_units = (units attachedTo _logic) select {alive _x && {!([_x] call EFUNC(common,isPlayer))} && {!(currentWeapon _x isEqualTo "")}};
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} else {
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private _side = [west, east, independent, civilian] select _target;
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_units = allUnits select {alive _x && {side _x == _side} && {!([_x] call EFUNC(common,isPlayer))} && {!(currentWeapon _x isEqualTo "")}};
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};
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// Toggle flashlights for units
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if (_toggle) then {
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private _cfgWeapons = configFile >> "CfgWeapons";
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{
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private _weapon = currentWeapon _x;
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private _pointer = (_x weaponAccessories _weapon) select 1;
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if (!(_pointer isEqualTo "") && {getNumber (_cfgWeapons >> _pointer >> "ItemInfo" >> "FlashLight" >> "size") > 0}) then {
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[QEGVAR(ai,enableGunLights), [_x, "forceOn"], _x] call CBA_fnc_targetEvent;
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} else {
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if (_addGear) then {
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// Get compatible items for pointer slot
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private _compatibleItems = [_weapon, "pointer"] call CBA_fnc_compatibleItems;
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// Get random flashlight from compatible pointer slot items
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private _flashlightItem = selectRandom (_compatibleItems select {getNumber (_cfgWeapons >> _x >> "ItemInfo" >> "FlashLight" >> "size") > 0});
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// Add flashlight to weapon and enable
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[QEGVAR(common,addWeaponItem), [_x, _weapon, _flashlightItem], _x] call CBA_fnc_targetEvent;
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[QEGVAR(ai,enableGunLights), [_x, "forceOn"], _x] call CBA_fnc_targetEvent;
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TRACE_2("Added flashlight to unit",_x,_flashlightItem);
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};
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};
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} forEach _units;
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} else {
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{
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[QEGVAR(ai,enableGunLights), [_x, "forceOff"], _x] call CBA_fnc_targetEvent;
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} forEach _units;
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};
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deleteVehicle _logic;
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