ACE3/addons/hellfire/functions/fnc_setupVehicle.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: PabstMirror
* Adds interaction menu actions to switch the firemode to a vehicle.
* Also adds a Laser Designator if vehicle is configured for one.
*
* Arguments:
* 0: Player <OBJECT>
*
* Return Value:
* Nothing
*
* Example:
* [player] call ace_hellfire_fnc_setupVehicle
*
* Public: No
*/
params ["_player"];
// Note: player may be the currently controlled UAV's AI unit (so may be different from ace_player)
TRACE_1("showHud",_player);
private _enabled = false;
private _vehicle = vehicle _player;
private _turretPath = [-1];
if ((alive _player) && {_player != _vehicle}) then {
if (_player != (driver _vehicle)) then {
_turretPath = _player call CBA_fnc_turretPath
};
{
if ((getNumber (configFile >> "CfgWeapons" >> _x >> QGVAR(enabled))) == 1) then {
TRACE_1("enabled",_x);
_enabled = true;
};
} forEach (_vehicle weaponsTurret _turretPath);
};
if (!_enabled) exitWith {TRACE_3("Not enabled",_enabled,_vehicle,_turretPath);};
// Add laser if vehicle is configured for one:
if ((getNumber (configFile >> "CfgVehicles" >> (typeOf _vehicle) >> QGVAR(addLaserDesignator))) == 1) then {
[{
params ["_vehicle", "_turretPath"];
TRACE_3("checking for laser",_vehicle,_turretPath,_vehicle turretLocal _turretPath);
if (!alive _vehicle) exitWith {};
if (!(_vehicle turretLocal _turretPath)) then {WARNING("Turret not local");};
private _hasLaser = false;
{
// Most addons just use "Laserdesignator_mounted", but this should cover custom ones
if ((getNumber (configFile >> "CfgWeapons" >> _x >> "Laser")) == 1) exitWith {
_hasLaser = true;
};
} forEach (_vehicle weaponsTurret _turretPath);
if (!_hasLaser) then {
TRACE_1("Adding Laser Designator",typeOf _vehicle);
_vehicle addWeaponTurret ["Laserdesignator_mounted", _turretPath];
_vehicle addMagazineTurret ["Laserbatteries", _turretPath];
};
}, [_vehicle, _turretPath], 1] call CBA_fnc_waitAndExecute; // Need to delay slightly for turret to become local (probably only needs a single frame)
};
// Add interaction menu actions:
if (_vehicle getVariable [QGVAR(actionsAdded), false]) exitWith {};
_vehicle setVariable [QGVAR(actionsAdded), true];
private _action = [QUOTE(ADDON), localize LSTRING(hellfireModeAction), "", {}, {true}] call EFUNC(interact_menu,createAction);
private _basePath = [_vehicle, 1, ["ACE_SelfActions"], _action] call EFUNC(interact_menu,addActionToObject);
private _fnc_statement = {
params ["_target", "", "_attackProfile"];
TRACE_2("statement",_target,_attackProfile);
_target setVariable [QEGVAR(missileguidance,attackProfile), _attackProfile];
};
private _fnc_condition = {
params ["_target", "_player", "_attackProfile"];
private _turretPath = if (ACE_player == (driver _target)) then {[-1]} else {ACE_player call CBA_fnc_turretPath};
private _hasWeapon = ({(isNumber (configFile >> "CfgWeapons" >> _x >> QGVAR(enabled))) && {getNumber (configFile >> "CfgWeapons" >> _x >> QGVAR(enabled)) > 0}} count (_target weaponsTurret _turretPath)) > 0;
(_hasWeapon) &&
{(_target getVariable [QEGVAR(missileguidance,attackProfile), "hellfire"]) != _attackProfile};
};
{
private _displayName = getText (configFile >> QEGVAR(missileguidance,AttackProfiles) >> _x >> "name");
private _action = [format [QGVAR(%1),_x], _displayName, "", _fnc_statement, _fnc_condition, {}, _x] call EFUNC(interact_menu,createAction);
[_vehicle, 1, _basePath, _action] call EFUNC(interact_menu,addActionToObject);
} forEach ["hellfire", "hellfire_hi", "hellfire_lo"];
TRACE_2("interactions added",_vehicle,typeOf _vehicle);