Update player_switchWeapon.sqf

Fix this file so that hotkey 3 works to switch to "onBack" primary weapon when DZE_TwoPrimaries == 2. Add optimizations and rework function dz_fn_switchWeapon_swapSecure. Remove mutex. It was not doing anything.
This commit is contained in:
worldwidesorrow
2020-01-21 12:06:06 -06:00
committed by GitHub
parent 0006d77bc3
commit 4ed936c1d1

View File

@@ -1,20 +1,13 @@
#include "\z\addons\dayz_code\util\mutex.hpp"
#include "\z\addons\dayz_code\util\player.hpp"
#define BANDAID
#define TIMEOUT 2
#define IS_PRIMARY(wpn) (getNumber (configFile >> "CfgWeapons" >> wpn >> "type") == 1)
#define MELEE(wpn) getNumber (configFile >> "CfgWeapons" >> wpn >> "melee")
#define IS_MELEE(wpn) (MELEE(wpn) == 1)
//0 if not found, 1 if in primary slot, 2 if on back
#define FIND_RIFLE() (0 call dz_fn_switchWeapon_find)
#define FIND_MELEE() (1 call dz_fn_switchWeapon_find)
#define FIND_RIFLE (0 call dz_fn_switchWeapon_find)
#define FIND_MELEE (1 call dz_fn_switchWeapon_find)
dz_switchWeapon_mutex = Mutex_New();
dz_switchWeapon_time = 0;
dz_switchWeapon_pistolTime = 0;
//0: switch rifle/melee instantly and update gear
@@ -22,181 +15,117 @@ dz_switchWeapon_pistolTime = 0;
//2: switch to rifle
//3: switch to pistol
//4: switch to melee
dz_fn_switchWeapon =
{
if (vehicle player != player) exitWith {};
dz_fn_switchWeapon = {
if Player_IsInVehicle exitWith {};
if Player_IsOnLadder() exitWith {};
if (dayz_autoRun) then {call dayz_autoRunOff;};
if (dayz_isSwimming) exitWith {};
private ["_current","_primary","_secondary","_swapWeapons"];
private ["_current","_secondary","_option"];
_option = _this;
_current = currentWeapon player;
switch _this do
{
//Instantly switch primary and carry, also update gear
case 0:
{
if (IS_PRIMARY(_current)) then
{ true call dz_fn_switchWeapon_swap; }
else
{ false call dz_fn_switchWeapon_swap; };
/*call _swapWeapons;
if (IS_PRIMARY(_current)) then
{ player selectWeapon primaryWeapon player; };*/
call {
if (_option == 0) exitWith { // Instantly switch primary and carry, also update gear
if (IS_PRIMARY(_current)) then {true call dz_fn_switchWeapon_swap;} else {false call dz_fn_switchWeapon_swap;};
[[(findDisplay 106)],"onLBSelChanged"] execVM "\z\addons\dayz_code\system\handleGear.sqf";
};
//Switch primary and carry
case 1:
{
if (dayz_quickSwitch) then
{
if (_option == 1) exitWith { //Switch primary and carry
if (dayz_quickSwitch) then {
true call dz_fn_switchWeapon_swap;
#ifdef BANDAID
call dayz_meleeMagazineCheck;
#endif
}
else
{ call dz_fn_switchWeapon_swapSecure; };
} else {
call dz_fn_switchWeapon_swapSecure;
};
};
//Switch to rifle
case 2:
{
//No current weapon
if (_current == "") exitWith
{
switch FIND_RIFLE() do
{
//In primary
case 1:
{
if (_option == 2) exitWith { // Switch to rifle
if (_current == "") exitWith { // No current weapon
switch FIND_RIFLE do {
case 1: { //In primary
player selectWeapon primaryWeapon player;
};
//On back
case 2:
{
case 2: { //On back
true call dz_fn_switchWeapon_swap;
};
};
};
//Current weapon is primary
if (IS_PRIMARY(_current)) exitWith
{
//if current is melee and on back is rifle
if (IS_MELEE(_current) && { !IS_MELEE(dayz_onBack) }) then
{
if (dayz_quickSwitch) then
{ true call dz_fn_switchWeapon_swap; }
else
{ call dz_fn_switchWeapon_swapSecure; };
if (IS_PRIMARY(_current)) exitWith { // Current weapon is primary
if (IS_MELEE(_current) && {!IS_MELEE(dayz_onBack)}) then { // if current is melee and on back is rifle
if (dayz_quickSwitch) then {
true call dz_fn_switchWeapon_swap;
} else {
call dz_fn_switchWeapon_swapSecure;
};
};
};
//Current is pistol
switch FIND_RIFLE() do
{
//In primary
case 1:
{
if (Player_GetStance() == Player_GetStance_PRONE) then
{ player playMoveNow "AmovPpneMstpSrasWrflDnon"; };
// Default: Current is pistol
switch FIND_RIFLE do {
case 1: { //In primary
if (Player_GetStance() == Player_GetStance_PRONE) then {
player playMoveNow "AmovPpneMstpSrasWrflDnon";
};
player selectWeapon primaryWeapon player;
};
//On back
case 2:
{
case 2: { //On back
if (diag_tickTime - dz_switchWeapon_pistolTime < 1) exitWith {};
if (Player_GetStance() == Player_GetStance_PRONE) then
{ player playMoveNow "AmovPpneMstpSrasWrflDnon"; };
if (Player_GetStance() == Player_GetStance_PRONE) then {
player playMoveNow "AmovPpneMstpSrasWrflDnon";
};
true call dz_fn_switchWeapon_swap;
};
};
};
//Switch to pistol
case 3:
{
//If current weapon is primary
if (IS_PRIMARY(_current)) then
{
if (_option == 3) exitWith { //Switch to pistol
if (IS_PRIMARY(_current)) then { //If current weapon is primary
_secondary = Player_GetSidearm();
if (!isNil "_secondary") then
{
if (!isNil "_secondary") then {
player selectWeapon _secondary;
dz_switchWeapon_pistolTime = diag_tickTime;
};
};
};
//Switch to melee
case 4:
{
//No current weapon
if (_current == "") exitWith
{
switch FIND_MELEE() do
{
//In primary
case 1:
{
if (_option == 4) exitWith { //Switch to melee or onBack
if (_current == "") exitWith { //No current weapon
switch FIND_MELEE do {
case 1: { //In primary
player selectWeapon primaryWeapon player;
};
//On back
case 2:
{
case 2: { //On back
true call dz_fn_switchWeapon_swap;
#ifdef BANDAID
call dayz_meleeMagazineCheck;
#endif
};
};
};
//Current weapon is primary
if (IS_PRIMARY(_current)) exitWith
{
//if current is rifle and on back is melee OR two rifles are allowed
if ((!IS_MELEE(_current) && { IS_MELEE(dayz_onBack) }) or (DZE_TwoPrimaries > 1)) then
{
if (dayz_quickSwitch) then
{
if (IS_PRIMARY(_current)) exitWith { //Current weapon is primary
if ((!IS_MELEE(_current) && { IS_MELEE(dayz_onBack) }) or (DZE_TwoPrimaries > 1)) then { //if current is rifle and on back is melee OR two rifles are allowed
if (dayz_quickSwitch) then {
true call dz_fn_switchWeapon_swap;
#ifdef BANDAID
call dayz_meleeMagazineCheck;
#endif
}
else
{ call dz_fn_switchWeapon_swapSecure; };
} else {
call dz_fn_switchWeapon_swapSecure;
};
};
};
//Current is pistol
//Find melee weapon
switch FIND_MELEE() do
{
//In primary
case 1:
{
player selectWeapon primaryWeapon player;
if (Player_GetStance() == Player_GetStance_PRONE) then
{ player playMoveNow "AmovPpneMstpSrasWrflDnon"; };
// Default: Current is pistol
if (DZE_TwoPrimaries > 1 && {!IS_MELEE(dayz_onBack)}) exitWith { // Allow switching to on back rifle if DZE_TwoPrimaries = 2.
if (dayz_quickSwitch) then {
true call dz_fn_switchWeapon_swap;
} else {
call dz_fn_switchWeapon_swapSecure;
};
};
//On back
case 2:
{
switch FIND_MELEE do { // Find melee weapon
case 1: { // In primary
player selectWeapon primaryWeapon player;
if (Player_GetStance() == Player_GetStance_PRONE) then {
player playMoveNow "AmovPpneMstpSrasWrflDnon";
};
};
case 2: { // On back
if (diag_tickTime - dz_switchWeapon_pistolTime < 1) exitWith {};
if (Player_GetStance() == Player_GetStance_PRONE) then
{ player playMoveNow "AmovPpneMstpSrasWrflDnon"; };
if (Player_GetStance() == Player_GetStance_PRONE) then {
player playMoveNow "AmovPpneMstpSrasWrflDnon";
};
true call dz_fn_switchWeapon_swap;
};
};
@@ -204,90 +133,46 @@ dz_fn_switchWeapon =
};
};
//See FIND_RIFLE() and FIND_MELEE()
dz_fn_switchWeapon_find =
{
//See FIND_RIFLE and FIND_MELEE
dz_fn_switchWeapon_find = {
private "_primary";
_primary = primaryWeapon player;
if (_primary != "" && { _this == MELEE(_primary) })
exitWith { 1 };
if (dayz_onBack != "" && { _this == MELEE(dayz_onBack) })
exitWith { 2 };
0
if (_primary != "" && { _this == MELEE(_primary) }) exitWith { 1 };
if (dayz_onBack != "" && { _this == MELEE(dayz_onBack) }) exitWith { 2 };
0 // Default
};
//Swaps rifle / melee instantly without animation
dz_fn_switchWeapon_swap =
{
if (dayz_onBack == "") then
{
dz_fn_switchWeapon_swap = {
if (dayz_onBack == "") then {
//Must be in a single statement to ensure atomicity in the scheduled environment.
dayz_onBack =
[
primaryWeapon player,
player removeWeapon primaryWeapon player
] select 0;
}
else
{
dayz_onBack =
[
primaryWeapon player,
player removeWeapon primaryWeapon player,
player addWeapon dayz_onBack
] select 0;
dayz_onBack = [primaryWeapon player,player removeWeapon primaryWeapon player] select 0;
} else {
dayz_onBack = [primaryWeapon player,player removeWeapon primaryWeapon player,player addWeapon dayz_onBack] select 0;
};
if (_this) then
{ player selectWeapon primaryWeapon player; };
if (_this) then {
player selectWeapon primaryWeapon player;
if (IS_MELEE(primaryWeapon player)) then {
call dayz_meleeMagazineCheck;
};
};
};
//Swaps rifle / melee forcing an animation
dz_fn_switchWeapon_swapSecure =
{
if (!Mutex_TryLock_Fast(dz_switchWeapon_mutex)) exitWith {};
dz_fn_switchWeapon_swapSecure = {
private ["_anim","_array","_str"];
//animation states are in the form "AmovPerc...", "AmovPknl...", "AmovPpne..."
dz_switchWeapon_anim = format
[
"AmovP%1MstpSrasWrflDnon_AmovP%1MstpSrasWpstDnon",
//Switch on player stance
switch Player_GetStance() do
{
case Player_GetStance_STAND: { "erc" };
case Player_GetStance_KNEEL: { "knl" };
case Player_GetStance_PRONE: { "pne" };
}
];
_array = toArray (animationState player);
_str = toString [_array select 5,_array select 6,_array select 7];
_anim = format["AmovP%1MstpSrasWrflDnon_AmovP%1MstpSrasWpstDnon",_str];
player playMoveNow _anim;
//Add AnimDone event handler to wait until current weapon is put away
dz_switchWeapon_handler = player addEventHandler ["AnimDone", dz_fn_switchWeapon_animDone];
player playMoveNow dz_switchWeapon_anim;
dz_switchWeapon_time = diag_tickTime;
};
dz_fn_switchWeapon_animDone =
{
//Wait at most TIMEOUT seconds
if (diag_tickTime - dz_switchWeapon_time > TIMEOUT) exitWith
{
dz_switchWeapon_handler = player addEventHandler ["AnimDone", {
true call dz_fn_switchWeapon_swap;
player removeEventHandler ["AnimDone", dz_switchWeapon_handler];
Mutex_Unlock(dz_switchWeapon_mutex);
};
//Check if finished animation is the correct one
if ((_this select 1) != dz_switchWeapon_anim) exitWith {};
true call dz_fn_switchWeapon_swap;
//Remove eventhandler
player removeEventHandler ["AnimDone", dz_switchWeapon_handler];
Mutex_Unlock(dz_switchWeapon_mutex);
#ifdef BANDAID
if (IS_MELEE(primaryWeapon player)) then
{ call dayz_meleeMagazineCheck; };
#endif
dz_switchWeapon_handler = nil;
}];
};