ACE3/addons/irlight/functions/fnc_onLightToggled.sqf
BaerMitUmlaut d6faac5881
Add IR Flashlights (#6563)
* Initial IR flashlight tests

* More experiments

* Rewrite using engine IR lights

* Rework ranges, fix bugs, add docs

* Fix uncommented DISABLE_COMPILE_CACHE

Co-authored-by: jonpas <jonpas33@gmail.com>

* Markdown fixes

Co-authored-by: jonpas <jonpas33@gmail.com>

* Markdown fixes

Co-authored-by: jonpas <jonpas33@gmail.com>

* Markdown fixes

Co-authored-by: jonpas <jonpas33@gmail.com>

* Markdown fixes

Co-authored-by: jonpas <jonpas33@gmail.com>

* Markdown fixes

Co-authored-by: jonpas <jonpas33@gmail.com>

* Use baseWeapon instead of custom property

* Add baseWeapon to SPIR

---------

Co-authored-by: jonpas <jonpas33@gmail.com>
2023-09-17 09:32:39 +02:00

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#include "..\script_component.hpp"
/*
* Author: BaerMitUmlaut
* Handles toggling flashlights on and off.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* [] call ace_irlight_fnc_onLightToggled
*
* Public: No
*/
private _isTurnedOn = ACE_player isFlashlightOn primaryWeapon ACE_player
|| ACE_player isIRLaserOn primaryWeapon ACE_player;
ACE_player setVariable [QGVAR(isTurnedOn), _isTurnedOn];
// This is a surprise tool that will help us later
// Requires: https://feedback.bistudio.com/T170774
/*
deleteVehicle (ACE_player getVariable [QGVAR(glow), objNull]);
if (ACE_player isIRLaserOn currentWeapon ACE_player) then {
private _offset = [] call FUNC(getGlowOffset);
private _glow = createSimpleObject [QPATHTOF(data\irglow.p3d), [0, 0, 0]];
_glow attachTo [ACE_player, _offset, "proxy:\a3\characters_f\proxies\weapon.001", true];
_glow setObjectTexture [0, "#(rgb,8,8,3)color(0.35,0,0.38,0.1)"];
_glow setObjectScale 0.1;
ACE_player setVariable [QGVAR(glow), _glow];
};
*/