ACE3/addons/advanced_throwing/functions/fnc_exitThrowMode.sqf
jonpas 0400a857e6 Fix Advanced Throwing vanilla throw block for primed throwables (#4370)
* Fix vanilla throwing block failing after priming, simplify muzzle ammo (can only be 1 or 0, 1 doesn't influence anything if no appliccable throwable in inventory)

* Disable select grenade keys when advanced throwing is active

* Fix #4375 - select next grenade cycles between first 2 grenade muzzles due to setAmmo
2016-09-12 19:21:04 +02:00

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/*
* Author: Dslyecxi, Jonpas
* Exits throw mode.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Reason <STRING>
*
* Return Value:
* None
*
* Example:
* [unit, "reason"] call ace_advanced_throwing_fnc_exitThrowMode
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_reason"];
TRACE_2("params",_unit,_reason);
if !(_unit getVariable [QGVAR(inHand), false]) exitWith {};
#ifdef DEBUG_MODE_FULL
systemChat format ["Exit Throw Mode: %1", _reason];
#endif
private _activeThrowable = _unit getVariable [QGVAR(activeThrowable), objNull];
if !(_unit getVariable [QGVAR(primed), false]) then {
deleteVehicle _activeThrowable;
} else {
_unit setVariable [QGVAR(lastThrownTime), CBA_missionTime];
// Fix floating for throwables without proper physics (eg. IR Grenade)
_activeThrowable setVelocity [0, 0, -0.1];
};
// Restore muzzle ammo (setAmmo 1 has no impact if no appliccable throwable in inventory)
_unit setAmmo [_unit getVariable [QGVAR(activeMuzzle), ""], 1];
_unit setVariable [QGVAR(inHand), false];
_unit setVariable [QGVAR(primed), false];
_unit setVariable [QGVAR(activeThrowable), objNull];
_unit setVariable [QGVAR(activeMuzzle), ""];
_unit setVariable [QGVAR(throwType), THROW_TYPE_DEFAULT];
_unit setVariable [QGVAR(throwSpeed), THROW_SPEED_DEFAULT];
_unit setVariable [QGVAR(dropMode), false];
_unit setVariable [QGVAR(dropDistance), DROP_DISTANCE_DEFAULT];
// Remove controls hint (check if ever enabled is inside the function)
call EFUNC(interaction,hideMouseHint);
// Remove throw action
[_unit, "DefaultAction", _unit getVariable [QGVAR(throwAction), -1]] call EFUNC(common,removeActionEventHandler);
// Remove throw arc draw
if (!isNil QGVAR(draw3DHandle)) then {
removeMissionEventHandler ["Draw3D", GVAR(draw3DHandle)];
GVAR(draw3DHandle) = nil;
};