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* 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
39 lines
1023 B
Plaintext
39 lines
1023 B
Plaintext
#include "script_component.hpp"
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/*
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* Author: Ruthberg
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*
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* Reads the weapon class config and updates the config cache
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*
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* Arguments:
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* weapon - classname <STRING>
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*
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* Return Value:
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* 0: _barrelTwist <NUMBER>
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* 1: _twistDirection <NUMBER>
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* 2: _barrelLength <NUMBER>
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*
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* Example:
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* ["weapon"] call ace_advanced_ballistics_fnc_readWeaponDataFromConfig
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*
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* Public: No
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*/
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private _weaponConfig = (configFile >> "CfgWeapons" >> _this);
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private _barrelTwist = 0 max getNumber(_weaponConfig >> "ACE_barrelTwist");
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private _twistDirection = [0, 1] select (_barrelTwist != 0);
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if (isNumber (_weaponConfig >> "ACE_twistDirection")) then {
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_twistDirection = getNumber (_weaponConfig >> "ACE_twistDirection");
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if !(_twistDirection in [-1, 0, 1]) then {
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_twistDirection = 1;
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};
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};
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private _barrelLength = 0 max getNumber(_weaponConfig >> "ACE_barrelLength");
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private _result = [_barrelTwist, _twistDirection, _barrelLength];
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uiNamespace setVariable [format[QGVAR(%1), _this], _result];
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_result
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