ACE3/addons/weaponselect/functions/fnc_selectWeaponMode.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* 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
2018-09-17 14:19:29 -05:00

53 lines
1.3 KiB
Plaintext

#include "script_component.hpp"
/*
* Author: commy2
* The player will select the specified weapon or will change to the next firing mode if the weapon was already selected.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Weapon <STRING>
*
* Return Value:
* None
*
* Example:
* [player, currentWeapon player] call ace_weaponselect_fnc_selectWeaponMode
*
* Public: No
*/
params ["_unit", "_weapon"];
if (_weapon == "") exitWith {};
if (currentWeapon _unit != _weapon) exitWith {
_unit selectWeapon _weapon;
};
// unlock safety
if (_weapon in (_unit getVariable [QEGVAR(safemode,safedWeapons), []])) exitWith {
[_unit, _weapon, _weapon] call EFUNC(safemode,unlockSafety);
};
private _muzzles = [_weapon] call EFUNC(common,getWeaponMuzzles);
private _modes = [_weapon] call EFUNC(common,getWeaponModes);
private _index = (_modes find currentWeaponMode _unit) + 1;
if (_index > count _modes - 1) then {_index = 0};
private _muzzle = _muzzles select 0;
private _mode = _modes select _index;
_index = 0;
while {
_index < 299 && {currentMuzzle _unit != _muzzle || {currentWeaponMode _unit != _mode}}
} do {
_unit action ["SwitchWeapon", _unit, _unit, _index];
_index = _index + 1;
};
// play fire mode selector sound
[_unit, _weapon] call FUNC(playChangeFiremodeSound);