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https://github.com/acemod/ACE3.git
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1ba330e853
* Add toggle flashlight and NVG modules * Remove excessive spaces in moduleToggleNvg * Fix indentation and typos to fit review * Add an option to add gear, fix headers * Change category to utility * Add QOL improvement suggested by pabst * Fix locality issues * Remove locality check before enableFlashlight targetEvent * Remove locality check before addWeaponItem targetEvent * Add a player check in moduleToggleNVG, change modules category * Add the same QOL in toggleNVG than in toggleFlashlight
70 lines
1.9 KiB
Plaintext
70 lines
1.9 KiB
Plaintext
/*
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* Author: alganthe
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* Zeus module function to toggle NVGs
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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: Target of the toggle <SCALAR> 0: blufor; 1: opfor; 2: indep; 3: civ; 4: selected group
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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, 4] call ace_zeus_fnc_moduleToggleNvg
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_logic", "_toggle", "_target"];
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private _units = [];
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if (_target == 4) then {
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_units = units (attachedTo _logic);
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} else {
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_units = allUnits select {alive _x && {side _x == ([blufor, opfor, independent, civilian] select _target)}},
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};
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if (_toggle) then {
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{
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if (!isplayer _x && {hmd _x isEqualTo ""}) then {
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private _cfgArray = getArray (configFile >> 'CfgVehicles' >> typeOf _x >>'linkedItems');
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private _nvgClass = _cfgArray select {_x isKindOf ["NVGoggles",(configFile >> "CfgWeapons")]};
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private _nvgHelmet =_cfgArray select {count (getArray (configFile >> "CfgWeapons" >> _x >> "subItems")) > 0};
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// Can't have more than 1 assigned by default
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if (count _nvgClass == 1 || {count _nvgHelmet == 1}) then {
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if (count _nvgHelmet == 1) then {
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_x addHeadgear (_nvgHelmet select 0);
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} else {
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_x linkItem (_nvgClass select 0);
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};
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} else {
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_x linkItem "NVGoggles";
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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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if (!isplayer _x) then {
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private _cfgArray = getArray (configFile >> 'CfgVehicles' >> typeOf _x >>'linkedItems');
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private _nvgHelmet =_cfgArray select {count (getArray (configFile >> "CfgWeapons" >> _x >> "subItems")) > 0};
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if (count _nvgHelmet == 1) then {
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removeHeadgear _x;
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} else {
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_x unlinkItem (hmd _x);
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};
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};
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} foreach _units;
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};
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deleteVehicle _logic;
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