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75 lines
2.0 KiB
Plaintext
75 lines
2.0 KiB
Plaintext
/*
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* Author: commy2
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* Take weapon of safety lock.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Weapon <STRING>
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* 2: Muzzle <STRING>
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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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* [ACE_player, currentWeapon ACE_player, currentMuzzle ACE_player] call ace_safemode_fnc_unlockSafety
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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 ["_unit", "_weapon", "_muzzle"];
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private ["_safedWeapons", "_picture"];
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_safedWeapons = _unit getVariable [QGVAR(safedWeapons), []];
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_safedWeapons deleteAt (_safedWeapons find _weapon);
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_unit setVariable [QGVAR(safedWeapons), _safedWeapons];
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// remove action if all weapons have put their safety on
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if (_safedWeapons isEqualTo []) then {
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[_unit, "DefaultAction", _unit getVariable [QGVAR(actionID), -1]] call EFUNC(common,removeActionEventHandler);
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_unit setVariable [QGVAR(actionID), -1];
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};
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_unit selectWeapon _muzzle;
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if (inputAction "nextWeapon" > 0) then {
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// switch to the last mode to roll over to first after the default nextWeapon action
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private ["_modes", "_mode", "_index"];
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// get weapon modes
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_modes = [];
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{
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if (getNumber (configFile >> "CfgWeapons" >> _weapon >> _x >> "showToPlayer") == 1) then {
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_modes pushBack _x;
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};
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if (_x == "this") then {
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_modes pushBack _weapon;
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};
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nil
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} count getArray (configFile >> "CfgWeapons" >> _weapon >> "modes");
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// select last mode
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_mode = _modes select (count _modes - 1);
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// switch to last mode
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_index = 0;
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while {
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_index < 100 && {currentMuzzle _unit != _weapon || {currentWeaponMode _unit != _mode}}
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} do {
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_unit action ["SwitchWeapon", _unit, _unit, _index];
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_index = _index + 1;
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};
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} else {
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// play fire mode selector sound
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[_unit, _weapon, _muzzle] call FUNC(playChangeFiremodeSound);
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};
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// player hud
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[true] call FUNC(setSafeModeVisual);
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// show info box
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_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
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[localize LSTRING(TookOffSafety), _picture] call EFUNC(common,displayTextPicture);
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