ACE3/addons/advanced_throwing/functions/fnc_prepare.sqf
jonpas 0e1f2828a9 Rename Advanced Throwing component to be in-line with other advanced_ components (#4318)
* Rename Advanced Throwing component to be in-line with other advanced_ components

* Rename wiki page as well

* Add redirect from old wiki page
2016-09-03 01:39:34 +02:00

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/*
* Author: Dslyecxi, Jonpas
* Prepares throwable or selects the next.
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* [unit] call ace_advanced_throwing_fnc_prepare
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit"];
TRACE_1("params",_unit);
// Select next throwable if one already in hand
if (_unit getVariable [QGVAR(inHand), false]) exitWith {
TRACE_1("inHand",_unit);
if (!(_unit getVariable [QGVAR(primed), false])) then {
TRACE_1("not primed",_unit);
[_unit] call EFUNC(weaponselect,selectNextGrenade);
};
};
// Try selecting next throwable if none currently selected
if ((isNull (_unit getVariable [QGVAR(activeThrowable), objNull])) && {(currentThrowable _unit) isEqualTo []} && {!([_unit] call EFUNC(weaponselect,selectNextGrenade))}) exitWith {
TRACE_1("no throwables",_unit);
};
_unit setVariable [QGVAR(inHand), true];
// Add controls hint
call FUNC(updateControlsHint);
// Add throw action to suppress weapon firing (not possible to suppress mouseButtonDown event)
_unit setVariable [QGVAR(throwAction), [_unit, "DefaultAction", {true}, {true}] call EFUNC(common,addActionEventHandler)];
// Draw throwable and throw arc if enabled
GVAR(draw3DHandle) = addMissionEventHandler ["Draw3D", {
call FUNC(drawThrowable);
if (GVAR(showThrowArc)) then {
call FUNC(drawArc);
};
}];