ACE3/addons/zeus/functions/fnc_moduleToggleFlashlight.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: alganthe, mharis001
* Zeus module function to toggle flashlights.
*
* Arguments:
* 0: Logic object <OBJECT>
* 1: Toggle mode <BOOL>
* 2: Add gear <BOOL>
* 3: Target units (-1 - Selected group, 0 - BLUFOR, 1 - OPFOR, 2 - Independent, 3 - Civilian) <NUMBER>
*
* Return Value:
* None
*
* Example:
* [LOGIC, true, true, -1] call ace_zeus_fnc_moduleToggleFlashlight
*
* Public: No
*/
params ["_logic", "_toggle", "_addGear", "_target"];
TRACE_1("params",_this);
// Create array of target units
private _units = [];
if (_target == -1) then {
_units = (units attachedTo _logic) select {alive _x && {!([_x] call EFUNC(common,isPlayer))} && {!(currentWeapon _x isEqualTo "")}};
} else {
private _side = [west, east, independent, civilian] select _target;
_units = allUnits select {alive _x && {side _x == _side} && {!([_x] call EFUNC(common,isPlayer))} && {!(currentWeapon _x isEqualTo "")}};
};
// Toggle flashlights for units
if (_toggle) then {
private _cfgWeapons = configFile >> "CfgWeapons";
{
private _weapon = currentWeapon _x;
private _pointer = (_x weaponAccessories _weapon) select 1;
if (!(_pointer isEqualTo "") && {getNumber (_cfgWeapons >> _pointer >> "ItemInfo" >> "FlashLight" >> "size") > 0}) then {
[QEGVAR(ai,enableGunLights), [_x, "forceOn"], _x] call CBA_fnc_targetEvent;
} else {
if (_addGear) then {
// Get compatible items for pointer slot
private _compatibleItems = [_weapon, "pointer"] call CBA_fnc_compatibleItems;
// Get random flashlight from compatible pointer slot items
private _flashlightItem = selectRandom (_compatibleItems select {getNumber (_cfgWeapons >> _x >> "ItemInfo" >> "FlashLight" >> "size") > 0});
// Add flashlight to weapon and enable
[QEGVAR(common,addWeaponItem), [_x, _weapon, _flashlightItem], _x] call CBA_fnc_targetEvent;
[QEGVAR(ai,enableGunLights), [_x, "forceOn"], _x] call CBA_fnc_targetEvent;
TRACE_2("Added flashlight to unit",_x,_flashlightItem);
};
};
} forEach _units;
} else {
{
[QEGVAR(ai,enableGunLights), [_x, "forceOff"], _x] call CBA_fnc_targetEvent;
} forEach _units;
};
deleteVehicle _logic;