ACE3/addons/safemode/functions/fnc_lockSafety.sqf
johnb432 6a25e9365a
Safemode - Refactor (#10111)
* 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>
2024-08-02 13:59:18 +02:00

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#include "..\script_component.hpp"
/*
* Author: commy2, johnb43
* Puts weapon on safety, or take it off safety if safety is already put on.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Weapon <STRING>
* 2: Muzzle <STRING>
* 3: Show hint <BOOL> (default: true)
*
* Return Value:
* None
*
* Example:
* [ACE_player, currentWeapon ACE_player, currentMuzzle ACE_player] call ace_safemode_fnc_lockSafety
*
* Public: No
*/
params ["_unit", "_weapon", "_muzzle", ["_hint", true]];
private _safedWeapons = _unit getVariable QGVAR(safedWeapons);
if (isNil "_safedWeapons") then {
_safedWeapons = createHashMap;
_unit setVariable [QGVAR(safedWeapons), _safedWeapons];
};
// See if the current weapon has locked muzzles
private _safedWeaponMuzzles = _safedWeapons getOrDefault [_weapon, createHashMap, true];
// If muzzle is locked, unlock it (toggle)
if (_muzzle in _safedWeaponMuzzles) exitWith {
[_unit, _weapon, _muzzle, _hint] call FUNC(unlockSafety);
};
private _firemode = (_unit weaponState _muzzle) select 2;
// This syntax of selectWeapon doesn't mess with gun lights and lasers
_unit selectWeapon [_weapon, _muzzle, _firemode];
// Store new muzzle & firemode
_safedWeaponMuzzles set [_muzzle, _firemode];
// Lock muzzle
if (isNil {_unit getVariable QGVAR(actionID)}) then {
_unit setVariable [QGVAR(actionID), [
_unit, "DefaultAction", {
params ["", "_unit"];
if (
_unit call CBA_fnc_canUseWeapon && {
(weaponState _unit) params ["_currentWeapon", "_currentMuzzle"];
// Block firing the muzzle in safe mode
if (_currentMuzzle in ((_unit getVariable [QGVAR(safedWeapons), createHashMap]) getOrDefault [_currentWeapon, createHashMap])) then {
if (inputAction "nextWeapon" > 0 || {inputAction "prevWeapon" > 0}) exitWith {
[_unit, _currentWeapon, _currentMuzzle] call FUNC(unlockSafety);
false
};
true
} else {
false
}
}
) then {
// Player HUD
false call FUNC(setSafeModeVisual);
true
} else {
// Player HUD
true call FUNC(setSafeModeVisual);
false
};
}, {}
] call EFUNC(common,addActionEventHandler)];
};
// Play fire mode selector sound
[_unit, _weapon, _muzzle] call FUNC(playChangeFiremodeSound);
// Show info box unless disabled
if (_hint) then {
[LLSTRING(PutOnSafety), getText (configFile >> "CfgWeapons" >> _weapon >> "picture")] call EFUNC(common,displayTextPicture);
};