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56eae4060c
Code formatting changes from 9234
103 lines
5.2 KiB
Plaintext
103 lines
5.2 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: tcvm
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* Initializes CSW systems on vehicle.
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*
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* Arguments:
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* 0: Vehicle <OBJECT>
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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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* cursorObject call ace_csw_fnc_initVehicle
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*
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* Public: No
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*/
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params ["_vehicle"];
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if (!alive _vehicle) exitWith { WARNING_1("%1 not alive",_vehicle); };
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if (!simulationEnabled _vehicle) exitWith {
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[{simulationEnabled _this}, FUNC(initVehicle), _vehicle] call CBA_fnc_waitUntilAndExecute;
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};
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private _typeOf = typeOf _vehicle;
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private _configOf = configOf _vehicle;
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private _configEnabled = (getNumber (_configOf >> QUOTE(ADDON) >> "enabled")) == 1;
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private _assemblyConfig = _configEnabled && {(getText (_configOf >> QUOTE(ADDON) >> "disassembleWeapon")) != ""};
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TRACE_4("initVehicle",_vehicle,_typeOf,_configEnabled,_assemblyConfig);
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if (_configEnabled && {GVAR(ammoHandling) == 2}) then {
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TRACE_1("adding AI fired handler",_vehicle);
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_vehicle addEventHandler ["Fired", LINKFUNC(ai_handleFired)];
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_vehicle addEventHandler ["GetIn", LINKFUNC(ai_handleGetIn)]; // handle AI getting inside weapon with no ammo
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};
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TRACE_2("",local _vehicle,_vehicle turretLocal [0]);
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if (_configEnabled && {_vehicle turretLocal [0]}) then { // if turret is local to us, then handle mags/weapon
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[{
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params ["_vehicle"];
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if (!alive _vehicle) exitWith { TRACE_1("dead/deleted",_vehicle); };
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// Assembly mode: [0=disabled, 1=enabled, 2=enabled&unload, 3=default]
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private _assemblyModeIndex = _vehicle getVariable [QGVAR(assemblyMode), 3];
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private _emptyWeapon = _assemblyModeIndex isEqualTo 2;
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private _assemblyMode = [false, true, true, GVAR(defaultAssemblyMode)] select _assemblyModeIndex;
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TRACE_2("turretLocal",_vehicle,_assemblyMode);
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[_vehicle, [0], _assemblyMode, _emptyWeapon] call FUNC(proxyWeapon);
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[_vehicle, _assemblyMode, _emptyWeapon] call FUNC(staticWeaponInit_unloadExtraMags);
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}, [_vehicle]] call CBA_fnc_execNextFrame; // need to wait a frame to allow setting object vars during assembly
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};
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if (_assemblyConfig) then {
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[{
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params ["_vehicle"];
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if (!alive _vehicle) exitWith { TRACE_1("dead/deleted",_vehicle); };
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private _assemblyMode = [false, true, true, GVAR(defaultAssemblyMode)] select (_vehicle getVariable [QGVAR(assemblyMode), 3]);
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TRACE_2("assemblyConfig present",_vehicle,_assemblyMode);
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if (_assemblyMode) then { // Disable vanilla assembly if assemblyMode enabled
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[_vehicle, "disableWeaponAssembly", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
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};
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}, [_vehicle]] call CBA_fnc_execNextFrame; // need to wait a frame to allow setting object vars during assembly
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};
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// Add interactions for players
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if (hasInterface && {!(_typeOf in GVAR(initializedStaticTypes))}) then {
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GVAR(initializedStaticTypes) pushBack _typeOf;
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TRACE_1("Adding Actions",_typeOf);
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if (_assemblyConfig) then {
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private _disassembleAction = [QGVAR(disassemble), LLSTRING(DisassembleCSW_displayName), "", LINKFUNC(assemble_pickupWeapon), LINKFUNC(assemble_canPickupWeapon)] call EFUNC(interact_menu,createAction);
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[_typeOf, 0, ["ACE_MainActions"], _disassembleAction] call EFUNC(interact_menu,addActionToClass);
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};
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private _ammoActionPath = [];
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private _magazineLocation = getText (_configOf >> QUOTE(ADDON) >> "magazineLocation");
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private _condition = { //IGNORE_PRIVATE_WARNING ["_target", "_player"];
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// If magazine handling is enabled or weapon assembly/disassembly is enabled we enable ammo handling
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if ((GVAR(ammoHandling) == 0) && {!([false, true, true, GVAR(defaultAssemblyMode)] select (_target getVariable [QGVAR(assemblyMode), 3]))}) exitWith { false };
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[_player, _target, ["isNotSwimming", "isNotSitting"]] call EFUNC(common,canInteractWith)
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};
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private _childrenCode = {
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BEGIN_COUNTER(getActions); // can remove for final release
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private _ret = (call FUNC(getLoadActions)) + (call FUNC(getUnloadActions));
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END_COUNTER(getActions);
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_ret
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};
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if (_configEnabled && {_magazineLocation != ""}) then {
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private _positionCode = compile _magazineLocation;
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private _ammoAction = [QGVAR(magazine), LLSTRING(AmmoHandling_displayName), "", {}, _condition, _childrenCode, [], _positionCode, 4] call EFUNC(interact_menu,createAction);
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_ammoActionPath = [_typeOf, 0, [], _ammoAction] call EFUNC(interact_menu,addActionToClass);
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} else {
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private _ammoAction = [QGVAR(magazine), LLSTRING(AmmoHandling_displayName), "", {}, _condition, _childrenCode] call EFUNC(interact_menu,createAction);
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_ammoActionPath = [_typeOf, 0, ["ACE_MainActions"], _ammoAction] call EFUNC(interact_menu,addActionToClass);
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};
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if (["ace_reload"] call EFUNC(common,isModLoaded)) then {
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// move reload's check ammo action to the ammo handling point (remove and re-add)
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[_typeOf, 0, ["ACE_MainActions", QEGVAR(reload,CheckAmmo)]] call EFUNC(interact_menu,removeActionFromClass);
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private _checkAmmoAction = [QGVAR(checkAmmo), LELSTRING(reload,checkAmmo), "", EFUNC(reload,checkAmmo), EFUNC(reload,canCheckAmmo)] call EFUNC(interact_menu,createAction);
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[_typeOf, 0, _ammoActionPath, _checkAmmoAction] call EFUNC(interact_menu,addActionToClass);
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};
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};
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