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b514541bec
* Create fn_safeWeapon.sqf * Update XEH_PREP.hpp * Adjustments to script to meet demands not tested * adjustment according to review * minor adjustments * Update fn_safeWeapon.sqf * Rename and adjustments * Adjustments * Fixed typo Co-Authored-By: commy2 <commy-2@gmx.de> * Update addons/safemode/functions/fn_setWeaponSafety.sqf Co-Authored-By: commy2 <commy-2@gmx.de> * Update addons/safemode/functions/fn_setWeaponSafety.sqf Co-Authored-By: commy2 <commy-2@gmx.de> * Fixed missing param in exsample * Test fixes * Update addons/safemode/functions/fnc_setWeaponSafety.sqf Co-Authored-By: Filip Maciejewski <veteran29@users.noreply.github.com>
37 lines
788 B
Plaintext
37 lines
788 B
Plaintext
#include "script_component.hpp"
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/*
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* Author: Brostrom.A
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* Safe or unsafe the given weapon based on weapon state; locked or unlocked.
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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: State <BOOL>
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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, true] call ace_safemode_fnc_setWeaponSafety
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*
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* Public: Yes
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*/
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params [
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["_unit", objNull, [objNull]],
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["_weapon", "", [""]],
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["_state", true, [true]]
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];
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if (_weapon == "") exitWith {};
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private _safedWeapons = _unit getVariable [QGVAR(safedWeapons), []];
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_weapon = configName (configFile >> "CfgWeapons" >> _weapon);
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private _muzzle = currentMuzzle _unit;
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if !(_state isEqualTo (_weapon in _safedWeapons)) then {
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[_unit, _weapon, _muzzle] call FUNC(lockSafety);
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};
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