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d6faac5881
* 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>
37 lines
1.0 KiB
Plaintext
37 lines
1.0 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: BaerMitUmlaut
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* Handles toggling flashlights on and off.
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*
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* Arguments:
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* None
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*
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* Return Value:
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* None
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*
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* Example:
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* [] call ace_irlight_fnc_onLightToggled
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*
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* Public: No
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*/
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private _isTurnedOn = ACE_player isFlashlightOn primaryWeapon ACE_player
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|| ACE_player isIRLaserOn primaryWeapon ACE_player;
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ACE_player setVariable [QGVAR(isTurnedOn), _isTurnedOn];
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// This is a surprise tool that will help us later
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// Requires: https://feedback.bistudio.com/T170774
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/*
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deleteVehicle (ACE_player getVariable [QGVAR(glow), objNull]);
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if (ACE_player isIRLaserOn currentWeapon ACE_player) then {
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private _offset = [] call FUNC(getGlowOffset);
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private _glow = createSimpleObject [QPATHTOF(data\irglow.p3d), [0, 0, 0]];
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_glow attachTo [ACE_player, _offset, "proxy:\a3\characters_f\proxies\weapon.001", true];
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_glow setObjectTexture [0, "#(rgb,8,8,3)color(0.35,0,0.38,0.1)"];
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_glow setObjectScale 0.1;
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ACE_player setVariable [QGVAR(glow), _glow];
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};
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*/
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