ACE3/addons/hellfire/functions/fnc_setupVehicle.sqf
PabstMirror 1a1fdb7c2c Move the hellfire hud to the laser module (#5503)
* Move the hellfire hud to the laser module

* Fix example
2017-09-16 14:24:43 -05:00

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/*
* Author: PabstMirror
* Adds interaction menu actions to switch the firemode to a vehicle.
* Also adds a Laser Designator if vehicle is configured for one.
*
* Arguments:
* 0: Player <OBJECT>
*
* Return Value:
* Nothing
*
* Example:
* [player] call ace_hellfire_fnc_setupVehicle
*
* Public: No
*/
// #define DEBUG_MODE_FULL
#include "script_component.hpp"
params ["_player"];
// Note: player may be the currently controlled UAV's AI unit (so may be different from ace_player)
TRACE_1("showHud",_player);
private _enabled = false;
private _vehicle = vehicle _player;
private _turretPath = [-1];
if ((alive _player) && {_player != _vehicle}) then {
if (_player != (driver _vehicle)) then {
_turretPath = _player call CBA_fnc_turretPath
};
{
if ((getNumber (configFile >> "CfgWeapons" >> _x >> QGVAR(enabled))) == 1) then {
TRACE_1("enabled",_x);
_enabled = true;
};
} forEach (_vehicle weaponsTurret _turretPath);
};
if (!_enabled) exitWith {TRACE_3("Not enabled",_enabled,_vehicle,_turretPath);};
// Add laser if vehicle is configured for one:
if ((getNumber (configFile >> "CfgVehicles" >> (typeOf _vehicle) >> QGVAR(addLaserDesignator))) == 1) then {
[{
params ["_vehicle", "_turretPath"];
TRACE_3("checking for laser",_vehicle,_turretPath,_vehicle turretLocal _turretPath);
if (!alive _vehicle) exitWith {};
if (!(_vehicle turretLocal _turretPath)) then {WARNING("Turret not local");};
private _hasLaser = false;
{
// Most addons just use "Laserdesignator_mounted", but this should cover custom ones
if ((getNumber (configFile >> "CfgWeapons" >> _x >> "Laser")) == 1) exitWith {
_hasLaser = true;
};
} forEach (_vehicle weaponsTurret _turretPath);
if (!_hasLaser) then {
TRACE_1("Adding Laser Designator",typeOf _vehicle);
_vehicle addWeaponTurret ["Laserdesignator_mounted", _turretPath];
_vehicle addMagazineTurret ["Laserbatteries", _turretPath];
};
}, [_vehicle, _turretPath], 1] call CBA_fnc_waitAndExecute; // Need to delay slightly for turret to become local (probably only needs a single frame)
};
// Add interaction menu actions:
if (_vehicle getVariable [QGVAR(actionsAdded), false]) exitWith {};
_vehicle setVariable [QGVAR(actionsAdded), true];
private _action = [QUOTE(ADDON), localize LSTRING(hellfireModeAction), "", {}, {true}] call EFUNC(interact_menu,createAction);
private _basePath = [_vehicle, 1, ["ACE_SelfActions"], _action] call EFUNC(interact_menu,addActionToObject);
private _fnc_statement = {
params ["_target", "", "_attackProfile"];
TRACE_2("statement",_target,_attackProfile);
_target setVariable [QEGVAR(missileguidance,attackProfile), _attackProfile];
};
private _fnc_condition = {
params ["_target", "_player", "_attackProfile"];
private _turretPath = if (ACE_player == (driver _target)) then {[-1]} else {ACE_player call CBA_fnc_turretPath};
private _hasWeapon = ({(isNumber (configFile >> "CfgWeapons" >> _x >> QGVAR(enabled))) && {getNumber (configFile >> "CfgWeapons" >> _x >> QGVAR(enabled)) > 0}} count (_target weaponsTurret _turretPath)) > 0;
(_hasWeapon) &&
{(_target getVariable [QEGVAR(missileguidance,attackProfile), "hellfire"]) != _attackProfile};
};
{
private _displayName = getText (configFile >> QEGVAR(missileguidance,AttackProfiles) >> _x >> "name");
private _action = [format [QGVAR(%1),_x], _displayName, "", _fnc_statement, _fnc_condition, {}, _x] call EFUNC(interact_menu,createAction);
[_vehicle, 1, _basePath, _action] call EFUNC(interact_menu,addActionToObject);
} forEach ["hellfire", "hellfire_hi", "hellfire_lo"];
TRACE_2("interactions added",_vehicle,typeOf _vehicle);