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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
65 lines
2.1 KiB
Plaintext
65 lines
2.1 KiB
Plaintext
/*
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* Author: alganthe
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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 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, true, 4] call ace_zeus_fnc_moduleToggleFlashlight
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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", "_addGear", "_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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// enableGunLights doesn't work on players
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if !(isPlayer _x || {(currentWeapon _x) isEqualTo ""}) then {
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private _pointer = (_x weaponAccessories (currentWeapon _x)) select 1;
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if (!(_pointer isEqualTo "") && {isNull (configfile >> "CfgWeapons" >> _pointer >> "ItemInfo" >> "Pointer")}) then {
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[QGVAR(enableFlashlight), [_x, "forceOn"], _x] call CBA_fnc_targetEvent;
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} else {
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if (_addGear) then {
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// Retrieve compatible items for the pointer slot
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private _pointerSlotCompatible = [currentWeapon _x, "pointer"] call CBA_fnc_compatibleItems;
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// Get flashlights from the array above and select the first one
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private _flashlight = (_pointerSlotCompatible select {isNull (configfile >> "CfgWeapons" >> _x >> "ItemInfo" >> "Pointer")}) select 0;
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[QEGVAR(common,addWeaponItem), [_x, (currentWeapon _x), _flashlight], _x] call CBA_fnc_targetEvent;
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[QGVAR(enableFlashlight), [_x, "forceOn"], _x] call CBA_fnc_targetEvent;
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};
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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 || {(currentWeapon _x) isEqualTo ""}) then {
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[QGVAR(enableFlashlight), [_x, "forceOff"], _x] call CBA_fnc_targetEvent;
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};
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} foreach _units;
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};
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deleteVehicle _logic;
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