ACE3/addons/common/functions/fnc_firedEH.sqf

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#include "..\script_component.hpp"
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/*
* Author: esteldunedain
* Unfied handling of weapon fire
*
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* Arguments:
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* 0: unit - Object the event handler is assigned to <OBJECT>
* 1: weapon - Fired weapon <STRING>
* 2: muzzle - Muzzle that was used <STRING>
* 3: mode - Current mode of the fired weapon <STRING>
* 4: ammo - Ammo used <STRING>
* 5: magazine - magazine name which was used <STRING>
* 6: projectile - Object of the projectile that was shot <OBJECT>
*
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* Return Value:
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* None
*
* Example:
* [bob, "gun", "muzzle", "single", "ammo", "magazine", "bullet"] call ace_common_fnc_firedEH
*
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* Public: No
*/
BEGIN_COUNTER(firedEH);
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params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile"];
TRACE_7("firedEH:",_unit,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
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if (_unit isKindOf "CAManBase") then {
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// The unit it on foot
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if (_unit == ACE_player) then {
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["ace_firedPlayer", _this] call CBA_fnc_localEvent;
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} else {
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if ([_unit] call EFUNC(common,isPlayer)) then {
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["ace_firedPlayerNonLocal", _this] call CBA_fnc_localEvent;
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} else {
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["ace_firedNonPlayer", _this] call CBA_fnc_localEvent;
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};
};
} else {
// The unit is a vehicle
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private _vehicle = _unit;
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// Get the gunner and turret path.
// Code based on FUNC(getGunner), extracted for efficency.
private _gunner = objNull;
private _turret = [];
{
if (_weapon in (_unit weaponsTurret _x)) exitWith {
_gunner = _unit turretUnit _x;
_turret = _x;
};
} forEach allTurrets [_unit, true];
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// Ensure that at least the pilot is returned if there is no gunner
if (isManualFire _unit && {isNull _gunner}) then {
_gunner = effectiveCommander _unit;
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};
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if (_gunner == ACE_player) then {
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["ace_firedPlayerVehicle", _this] call CBA_fnc_localEvent;
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} else {
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if ([_gunner] call EFUNC(common,isPlayer)) then {
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["ace_firedPlayerVehicleNonLocal", _this] call CBA_fnc_localEvent;
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} else {
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["ace_firedNonPlayerVehicle", _this] call CBA_fnc_localEvent;
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};
};
};
END_COUNTER(firedEH);