mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
e11e102a76
* Enable majority of actions underwater * Remove log * Add logistics_wirecutter support (don't play kneel animations underwater - looks silly) * Don't perform kneel animations when repairing or medicaling underwater * Fix interaction menu rendering underwater (was moving based on player eye level due to height max used for large vehicles) * Fix attach underwater (LIW does not work underwater, LIS does), Add attach scan drawing define * Remove left-over systemChat * Remove vehiclelock from Plane, Disallow linking belt underwater, Allow checking ammo when sitting via action (was already possible via keybind), Use param for LIS
39 lines
1.5 KiB
C++
39 lines
1.5 KiB
C++
class CfgVehicles {
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class Man;
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class CAManBase: Man {
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class ACE_Actions {
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class ACE_Weapon {
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class GVAR(LinkBelt) {
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displayName = CSTRING(LinkBelt);
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distance = 2.0;
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condition = QUOTE(([ARR_2(_player, _target)] call FUNC(getAmmoToLinkBelt)) > 0);
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statement = QUOTE([ARR_2(_player, _target)] call FUNC(startLinkingBelt));
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exceptions[] = {"isNotInside"};
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};
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class GVAR(CheckAmmo) {
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displayName = CSTRING(checkAmmo);
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distance = 2.0;
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condition = QUOTE([ARR_2(_player, _target)] call FUNC(canCheckAmmo));
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statement = QUOTE([ARR_2(_player, _target)] call FUNC(checkAmmo));
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exceptions[] = {"isNotInside", "isNotSwimming", "isNotSitting"};
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};
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};
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};
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};
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class LandVehicle;
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class StaticWeapon: LandVehicle {
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class ACE_Actions {
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class ACE_MainActions {
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class GVAR(CheckAmmo) {
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displayName = CSTRING(checkAmmo);
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distance = 2.0;
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condition = QUOTE([ARR_2(_player, _target)] call FUNC(canCheckAmmo));
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statement = QUOTE([ARR_2(_player, _target)] call FUNC(checkAmmo));
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exceptions[] = {"isNotInside", "isNotSwimming", "isNotSitting"};
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};
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};
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};
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};
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};
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