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fnc_initVehicle.sqf
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105 lines (88 loc) · 4.88 KB
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#include "..\script_component.hpp"
/*
* Author: tcvm
* Initializes CSW systems on vehicle.
*
* Arguments:
* 0: Vehicle <OBJECT>
*
* Return Value:
* None
*
* Example:
* cursorObject call ace_csw_fnc_initVehicle
*
* Public: No
*/
params ["_vehicle"];
if (!alive _vehicle) exitWith { WARNING_1("%1 not alive",_vehicle); };
if (!simulationEnabled _vehicle) exitWith {
[{simulationEnabled _this}, FUNC(initVehicle), _vehicle] call CBA_fnc_waitUntilAndExecute;
};
private _typeOf = typeOf _vehicle;
private _configOf = configOf _vehicle;
private _configEnabled = (getNumber (_configOf >> QUOTE(ADDON) >> "enabled")) == 1;
private _assemblyConfig = _configEnabled && {(getText (_configOf >> QUOTE(ADDON) >> "disassembleWeapon")) != ""};
TRACE_4("initVehicle",_vehicle,_typeOf,_configEnabled,_assemblyConfig);
if (_configEnabled && {GVAR(ammoHandling) == 2}) then {
TRACE_1("adding AI fired handler",_vehicle);
_vehicle addEventHandler ["Fired", LINKFUNC(ai_handleFired)];
_vehicle addEventHandler ["GetIn", LINKFUNC(ai_handleGetIn)]; // handle AI getting inside weapon with no ammo
};
TRACE_2("",local _vehicle,_vehicle turretLocal [0]);
if (_vehicle turretLocal [0]) then {
// Assembly mode: [0=disabled, 1=enabled, 2=enabled&unload, 3=default]
private _assemblyModeIndex = _vehicle getVariable [QGVAR(assemblyMode), 3];
private _assemblyMode = [false, true, true, GVAR(defaultAssemblyMode)] select _assemblyModeIndex;
TRACE_2("turretLocal",_vehicle,_assemblyMode);
// If turret is local, handle unloading mags and proxy weapons
if (_configEnabled) then {
TRACE_2("config enabled",_vehicle,_assemblyMode);
private _emptyWeapon = _assemblyModeIndex isEqualTo 2;
[_vehicle, [0], _assemblyMode, _emptyWeapon] call FUNC(proxyWeapon);
if (!_assemblyMode) exitWith {};
[_vehicle, _emptyWeapon] call FUNC(staticWeaponInit_unloadExtraMags);
};
if (_assemblyConfig) then {
TRACE_2("assemblyConfig present",_vehicle,_assemblyMode);
// Disable vanilla assembly if assemblyMode enabled
// Need to wait to allow setting object vars during assembly, but since this function runs 1 second after vehicle init, it can run immediately
[_vehicle, "disableWeaponAssembly", QUOTE(ADDON), _assemblyMode] call EFUNC(common,statusEffect_set);
};
};
// Add interactions for players
if (hasInterface && {!(_typeOf in GVAR(initializedStaticTypes))}) then {
GVAR(initializedStaticTypes) pushBack _typeOf;
TRACE_1("Adding Actions",_typeOf);
if (_assemblyConfig) then {
private _disassembleAction = [QGVAR(disassemble), LLSTRING(DisassembleCSW_displayName), "", LINKFUNC(assemble_pickupWeapon), LINKFUNC(assemble_canPickupWeapon)] call EFUNC(interact_menu,createAction);
[_typeOf, 0, ["ACE_MainActions"], _disassembleAction] call EFUNC(interact_menu,addActionToClass);
};
private _ammoActionPath = [];
private _magazineLocation = getText (_configOf >> QUOTE(ADDON) >> "magazineLocation");
private _condition = { //IGNORE_PRIVATE_WARNING ["_target", "_player"];
// If magazine handling is enabled or weapon assembly/disassembly is enabled we enable ammo handling
if ((GVAR(ammoHandling) == 0) && {!([false, true, true, GVAR(defaultAssemblyMode)] select (_target getVariable [QGVAR(assemblyMode), 3]))}) exitWith { false };
[_player, _target, ["isNotSwimming", "isNotSitting"]] call EFUNC(common,canInteractWith)
};
private _childrenCode = {
BEGIN_COUNTER(getActions); // can remove for final release
private _ret = (call FUNC(getLoadActions)) + (call FUNC(getUnloadActions));
END_COUNTER(getActions);
_ret
};
if (_configEnabled && {_magazineLocation != ""}) then {
private _positionCode = compile _magazineLocation;
private _ammoAction = [QGVAR(magazine), LLSTRING(AmmoHandling_displayName), "", {}, _condition, _childrenCode, [], _positionCode, 4] call EFUNC(interact_menu,createAction);
_ammoActionPath = [_typeOf, 0, [], _ammoAction] call EFUNC(interact_menu,addActionToClass);
} else {
private _ammoAction = [QGVAR(magazine), LLSTRING(AmmoHandling_displayName), "", {}, _condition, _childrenCode] call EFUNC(interact_menu,createAction);
_ammoActionPath = [_typeOf, 0, ["ACE_MainActions"], _ammoAction] call EFUNC(interact_menu,addActionToClass);
};
if (["ace_reload"] call EFUNC(common,isModLoaded)) then {
// move reload's check ammo action to the ammo handling point (remove and re-add)
[_typeOf, 0, ["ACE_MainActions", QEGVAR(reload,CheckAmmo)]] call EFUNC(interact_menu,removeActionFromClass);
private _checkAmmoAction = [QGVAR(checkAmmo), LELSTRING(reload,checkAmmo), "", EFUNC(reload,checkAmmo), EFUNC(reload,canCheckAmmo)] call EFUNC(interact_menu,createAction);
[_typeOf, 0, _ammoActionPath, _checkAmmoAction] call EFUNC(interact_menu,addActionToClass);
};
};