ACE3/addons/spectator/functions/fnc_handleFired.sqf
SilentSpike d3ce75daef Spectator overhaul (#5171)
- Overhauls the spectator module entirely to share a similar UX to BI's "End Game Spectator" while maintaining some of the extended flexibility of ACE Spectator.
- Simplifies spectator setup by reducing the number of settings. More advanced setup is still possible via the API functions provided.
2017-08-12 14:25:48 +01:00

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/*
* Author: Nelson Duarte, AACO, SilentSpike
* Function used to add projectiles to be drawn when a unit fires
*
* Arguments:
* Fired EH arguments
*
* Return Value:
* None
*
* Example:
* _unit addEventHandler ["Fired",{_this call ace_spectator_fnc_handleFired}]
*
* Public: No
*/
#include "script_component.hpp"
params [
"_unit",
["_weapon", "", [""]],
"", // Muzzle
"", // Mode
"", // Ammo
"", // Magazine
["_projectile", objNull, [objNull]]
];
// Remove the EH when spectator is no longer active or unit is removed
if (isNil QGVAR(entitiesToDraw) || {!(_unit in GVAR(entitiesToDraw))}) exitWith {
//USES_VARIABLES ["_thisEventHandler"]
_unit removeEventHandler ["Fired", _thisEventHandler];
SETVAR(_unit,GVAR(firedEH),nil);
};
// Fire time used for unit icon highlighting
_unit setVariable [QGVAR(highlightTime), time + FIRE_HIGHLIGHT_TIME];
// Store projectiles / grenades for drawing
if (GVAR(drawProjectiles) && {!isNull _projectile}) then {
if (_weapon == "Throw") then {
if (count GVAR(grenadesToDraw) > MAX_GRENADES) then { GVAR(grenadesToDraw) deleteAt 0; };
GVAR(grenadesToDraw) pushBack _projectile;
} else {
if (count GVAR(projectilesToDraw) > MAX_PROJECTILES) then { GVAR(projectilesToDraw) deleteAt 0; };
GVAR(projectilesToDraw) pushBack [_projectile, [[getPosVisual _projectile, [1,0,0,0]]]];
};
};