ACE3/addons/weaponselect/functions/fnc_selectWeaponMode.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
* 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 == "" || {!(_unit hasWeapon _weapon)}) exitWith {};
private _currentWeaponMode = (_unit weaponState _weapon) select 2;
private _muzzle = (_weapon call EFUNC(common,getWeaponMuzzles)) select 0;
if (currentWeapon _unit != _weapon) exitWith {
_unit selectWeapon [_weapon, _muzzle, _currentWeaponMode];
};
// Unlock safety
if ((["ace_safemode"] call EFUNC(common,isModLoaded)) && {[_unit, _weapon] call EFUNC(safemode,getWeaponSafety)}) exitWith {
[_unit, _weapon, false] call EFUNC(safemode,setWeaponSafety);
};
private _modes = _weapon call EFUNC(common,getWeaponModes);
_unit selectWeapon [_weapon, _muzzle, _modes select (((_modes find _currentWeaponMode) + 1) % (count _modes))];
// Play fire mode selector sound
[_unit, _weapon] call FUNC(playChangeFiremodeSound);