ACE3/addons/common/functions/fnc_throwWeapon.sqf

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#include "..\script_component.hpp"
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/*
* Author: commy2
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* Makes the unit throw their currently selected weapon.
* Unit must be local and not inside a vehicle or attached to another object.
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*
* Arguments:
* 0: Unit <OBJECT>
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*
* Return Value:
* Weapon Holder
*
* Example:
* player call ace_common_fnc_throwWeapon
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*
* Public: No
*/
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#define OFFSET_LATERAL 0.59
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#define THROW_ANGLE 63.43
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#define THROW_VELOCITY 1.5
#define THROW_TORQUE 0.2
params ["_unit"];
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private _weapon = currentWeapon _unit;
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if (!isNull objectParent _unit || _weapon isEqualTo "") exitWith {objNull};
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private _data = weaponsItems _unit select {_x select 0 == _weapon} select 0;
private _holder = createVehicle ["WeaponHolderSimulated", [0, 0, 0], [], 0, "CAN_COLLIDE"];
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_holder addWeaponWithAttachmentsCargoGlobal [_data, 1];
private _vDir = _unit weaponDirection _weapon;
private _vLat = vectorNormalized (_vDir vectorCrossProduct [0, 0, 1]);
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private _vUp = _vLat vectorCrossProduct _vDir;
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private _position = _unit modelToWorldWorld (_unit selectionPosition "RightHand") vectorAdd (_vLat vectorMultiply OFFSET_LATERAL);
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private _velocity = vectorNormalized (_vDir vectorAdd (_vUp vectorMultiply tan THROW_ANGLE)) vectorMultiply THROW_VELOCITY vectorAdd velocity _unit;
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_unit removeWeapon _weapon;
_holder setPosWorld _position;
_holder setVectorDirAndUp [_vUp, _vLat];
_holder setVelocity _velocity;
_holder addTorque (call CBA_fnc_randomVector3D vectorMultiply THROW_TORQUE);
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["ACE_weaponThrown", [_unit, _holder, _data]] call CBA_fnc_localEvent;
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_holder // return