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6a25e9365a
* Refactor safemode * Further improvements and fixes * Update XEH_postInit.sqf * Don't allow binoculars to be set to safe * Add API for getting weapon safety status * Update fnc_jamWeapon.sqf * Added doc * Update fnc_playChangeFiremodeSound.sqf * Update addons/overheating/functions/fnc_jamWeapon.sqf Co-authored-by: PabstMirror <pabstmirror@gmail.com> * Update addons/weaponselect/functions/fnc_selectWeaponMode.sqf Co-authored-by: PabstMirror <pabstmirror@gmail.com> --------- Co-authored-by: PabstMirror <pabstmirror@gmail.com>
30 lines
1.1 KiB
Plaintext
30 lines
1.1 KiB
Plaintext
// by esteldunedain
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#include "script_component.hpp"
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#include "\a3\ui_f\hpp\defineDIKCodes.inc"
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if (!hasInterface) exitWith {};
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["ACE3 Weapons", QGVAR(safeMode), LLSTRING(SafeMode), {
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// Conditions: canInteract
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if !([ACE_player, objNull, ["isNotEscorting", "isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
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(weaponState ACE_player) params ["_currentWeapon", "_currentMuzzle"];
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// Conditions: specific
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if !(ACE_player call CBA_fnc_canUseWeapon && {_currentWeapon != ""} && {_currentWeapon != binocular ACE_player}) exitWith {false};
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// Statement: Toggle weapon safety
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[ACE_player, _currentWeapon, _currentMuzzle] call FUNC(lockSafety);
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true
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}, {false}, [DIK_GRAVE, [false, true, false]], false] call CBA_fnc_addKeybind;
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["unit", {
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(weaponState ACE_player) params ["_currentWeapon", "_currentMuzzle"];
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private _weaponSafe = [ACE_player, _currentWeapon, _currentMuzzle] call FUNC(getWeaponSafety);
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// Player HUD
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!_weaponSafe call FUNC(setSafeModeVisual);
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}] call CBA_fnc_addPlayerEventHandler;
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