ACE3/addons/grenades/functions/fnc_nextMode.sqf
johnb432 8fc093de8f
Grenades - Code cleanup (#9979)
* Improved various aspects of grenades

* Update addons/grenades/functions/fnc_flashbangExplosionEH.sqf

Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>

* Update addons/grenades/functions/fnc_incendiary.sqf

Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>

* Update addons/grenades/functions/fnc_incendiary.sqf

Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>

* Update fnc_flashbangExplosionEH.sqf

* More cleanup

* Update fnc_incendiary.sqf

* Update fnc_incendiary.sqf

* Update fnc_flashbangThrownFuze.sqf

* Update fnc_flashbangThrownFuze.sqf

* Update addons/grenades/functions/fnc_nextMode.sqf

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>

* Update addons/grenades/functions/fnc_flashbangExplosionEH.sqf

* Update addons/grenades/functions/fnc_incendiary.sqf

* Removed fix that is included in another PR

* Update fnc_incendiary.sqf

* Messed up merge conflict resolution

---------

Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
2024-06-18 01:05:01 -07:00

79 lines
2.4 KiB
Plaintext

#include "..\script_component.hpp"
/*
* Author: commy2
* Select the next throwing mode and display message.
*
* Arguments:
* None
*
* Return Value:
* Handled <BOOL>
*
* Example:
* call ace_grenades_fnc_nextMode
*
* Public: No
*/
// _mode is 0-4, don't overflow
private _mode = (GVAR(currentThrowMode) + 1) % 5;
private _currentThrowable = currentThrowable ACE_player;
// Make sure grenade can be rolled if in roll mode (detonation time has to be >= 1 second and player isn't in a vehicle)
if (
_mode == 3 &&
{_currentThrowable isNotEqualTo []} &&
{
!isNull objectParent ACE_player ||
{getNumber (configFile >> "CfgAmmo" >> getText (configFile >> "CfgMagazines" >> _currentThrowable select 0 >> "ammo") >> "explosionTime") < MIN_EXPLOSION_TIME_FOR_ROLL}
}
) then {
_mode = _mode + 1;
};
private _hint = localize ([
LSTRING(NormalThrow),
LSTRING(HighThrow),
LSTRING(PreciseThrow),
LSTRING(RollGrenade),
LSTRING(DropGrenade)
] select _mode);
[_hint] call EFUNC(common,displayTextStructured);
GVAR(throwModePFEH) call CBA_fnc_removePerFrameHandler;
GVAR(currentThrowMode) = _mode;
// If in rolling mode, check every frame if current throwable is rollable
if (GVAR(currentThrowMode) == 3) then {
GVAR(currentThrowable) = _currentThrowable;
GVAR(throwModePFEH) = {
private _currentThrowable = currentThrowable ACE_player;
if (GVAR(currentThrowable) isEqualTo _currentThrowable) exitWith {};
GVAR(currentThrowable) = _currentThrowable;
// Make sure grenade can be rolled if in roll mode (detonation time has to be >= 1 second and player isn't in a vehicle)
if !(
GVAR(currentThrowMode) == 3 &&
{_currentThrowable isNotEqualTo []} &&
{
!isNull objectParent ACE_player ||
{getNumber (configFile >> "CfgAmmo" >> getText (configFile >> "CfgMagazines" >> _currentThrowable select 0 >> "ammo") >> "explosionTime") < MIN_EXPLOSION_TIME_FOR_ROLL}
}
) exitWith {};
// Force the user into the normal throw mode
// Next throw mode after roll would be drop, which isn't ideal if the user tries to throw unknowingly...
[format [LLSTRING(RollGrenadeDisabled), LLSTRING(NormalThrow)], 2] call EFUNC(common,displayTextStructured);
GVAR(throwModePFEH) call CBA_fnc_removePerFrameHandler;
GVAR(currentThrowMode) = 0;
} call CBA_fnc_addPerFrameHandler;
};
true