ACE3/addons/csw/functions/fnc_staticWeaponInit.sqf
jonpas 742626ff1a
General - Relative script_component.hpp includes (#9378)
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-09-12 20:58:10 +02:00

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#include "..\script_component.hpp"
/*
* Author: tcvm
* Initializes weapon to disable weapon disassembling
*
* Arguments:
* 0: Weapon <OBJECT>
*
* Return Value:
* None
*
* Example:
* [weapon] call ace_csw_fnc_staticWeaponInit
*
* Public: No
*/
params ["_staticWeapon"];
private _typeOf = typeOf _staticWeapon;
private _configOf = configOf _staticWeapon;
private _configEnabled = (getNumber (_configOf >> "ace_csw" >> "enabled")) == 1;
private _assemblyConfig = _configEnabled && {(getText (_configOf >> "ace_csw" >> "disassembleWeapon")) != ""};
TRACE_4("staticWeaponInit",_staticWeapon,_typeOf,_configEnabled,_assemblyConfig);
if (_configEnabled && {GVAR(ammoHandling) == 2}) then {
TRACE_1("adding AI fired handler",_staticWeapon);
_staticWeapon addEventHandler ["Fired", LINKFUNC(ai_handleFired)];
_staticWeapon addEventHandler ["GetIn", LINKFUNC(ai_handleGetIn)]; // handle AI getting inside weapon with no ammo
};
TRACE_2("",local _staticWeapon,_staticWeapon turretLocal [0]);
if (_configEnabled && {_staticWeapon turretLocal [0]}) then { // if turret is local to us, then handle mags/weapon
[{
params ["_staticWeapon"];
if (!alive _staticWeapon) exitWith { TRACE_1("dead/deleted",_staticWeapon); };
// Assembly mode: [0=disabled, 1=enabled, 2=enabled&unload, 3=default]
private _assemblyModeIndex = _staticWeapon getVariable [QGVAR(assemblyMode), 3];
private _emptyWeapon = _assemblyModeIndex isEqualTo 2;
private _assemblyMode = [false, true, true, GVAR(defaultAssemblyMode)] select _assemblyModeIndex;
TRACE_2("turretLocal",_staticWeapon,_assemblyMode);
[_staticWeapon, [0], _assemblyMode, _emptyWeapon] call FUNC(proxyWeapon);
[_staticWeapon, _assemblyMode, _emptyWeapon] call FUNC(staticWeaponInit_unloadExtraMags);
}, [_staticWeapon]] call CBA_fnc_execNextFrame; // need to wait a frame to allow setting object vars during assembly
};
if (_assemblyConfig) then {
[{
params ["_staticWeapon"];
if (!alive _staticWeapon) exitWith { TRACE_1("dead/deleted",_staticWeapon); };
private _assemblyMode = [false, true, true, GVAR(defaultAssemblyMode)] select (_staticWeapon getVariable [QGVAR(assemblyMode), 3]);
TRACE_2("assemblyConfig present",_staticWeapon,_assemblyMode);
if (_assemblyMode) then { // Disable vanilla assembly if assemblyMode eanbled
[QGVAR(disableVanillaAssembly), [_staticWeapon]] call CBA_fnc_localEvent;
};
}, [_staticWeapon]] call CBA_fnc_execNextFrame; // need to wait a frame to allow setting object vars during assembly
};
// Add interactions for players
if (hasInterface && {!(_typeOf in GVAR(initializedStaticTypes))}) then {
GVAR(initializedStaticTypes) pushBack _typeOf;
TRACE_1("Adding Actions",_typeOf);
if (_assemblyConfig) then {
private _disassembleAction = [QGVAR(disassemble), localize LSTRING(DisassembleCSW_displayName), "", {call FUNC(assemble_pickupWeapon)}, {call FUNC(assemble_canPickupWeapon)}] call EFUNC(interact_menu,createAction);
[_typeOf, 0, ["ACE_MainActions"], _disassembleAction] call EFUNC(interact_menu,addActionToClass);
};
private _ammoActionPath = [];
private _magazineLocation = getText (_configOf >> QUOTE(ADDON) >> "magazineLocation");
private _condition = { //IGNORE_PRIVATE_WARNING ["_target", "_player"];
// If magazine handling is enabled or weapon assembly/disassembly is enabled we enable ammo handling
if ((GVAR(ammoHandling) == 0) && {!([false, true, true, GVAR(defaultAssemblyMode)] select (_target getVariable [QGVAR(assemblyMode), 3]))}) exitWith { false };
[_player, _target, ["isNotSwimming", "isNotSitting"]] call EFUNC(common,canInteractWith)
};
private _childenCode = {
BEGIN_COUNTER(getActions); // can remove for final release
private _ret = (call FUNC(reload_actionsLoad)) + (call FUNC(reload_actionsUnload));
END_COUNTER(getActions);
_ret
};
if (_configEnabled && {_magazineLocation != ""}) then {
private _positionCode = compile _magazineLocation;
private _ammoAction = [QGVAR(magazine), localize LSTRING(AmmoHandling_displayName), "", {}, _condition, _childenCode, [], _positionCode, 4] call EFUNC(interact_menu,createAction);
_ammoActionPath = [_typeOf, 0, [], _ammoAction] call EFUNC(interact_menu,addActionToClass);
} else {
private _ammoAction = [QGVAR(magazine), localize LSTRING(AmmoHandling_displayName), "", {}, _condition, _childenCode] call EFUNC(interact_menu,createAction);
_ammoActionPath = [_typeOf, 0, ["ACE_MainActions"], _ammoAction] call EFUNC(interact_menu,addActionToClass);
};
if (["ACE_reload"] call EFUNC(common,isModLoaded)) then {
// move reload's check ammo action to the ammo handling point (remove and re-add)
[_typeOf, 0, ["ACE_MainActions", QEGVAR(reload,CheckAmmo)]] call EFUNC(interact_menu,removeActionFromClass);
private _checkAmmoAction = [QGVAR(checkAmmo), localize ELSTRING(reload,checkAmmo), "", EFUNC(reload,checkAmmo), EFUNC(reload,canCheckAmmo)] call EFUNC(interact_menu,createAction);
[_typeOf, 0, _ammoActionPath, _checkAmmoAction] call EFUNC(interact_menu,addActionToClass);
};
};