ACE3/addons/weaponselect/functions/fnc_fireSmokeLauncher.sqf

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/*
* Author: commy2
* Fire Vehicle Smoke Launcher.
*
* Arguments:
* 0: Vehicle <OBJECT>
*
* Return Value:
* None
*
* Example:
* [vehicle player] call ace_weaponselect_fnc_fireSmokeLauncher
*
* Public: No
*/
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#include "script_component.hpp"
params ["_vehicle"];
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private _turret = _vehicle call EFUNC(common,getTurretCommander);
private _weapons = _vehicle weaponsTurret _turret;
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if (
count _weapons > 1
|| {count _weapons > 0 && {!(_weapons select 0 in ["SmokeLauncher", "BWA3_SmokeLauncher"])}} // @todo somebody might use custom smoke launcher weapons aswell, maybe ...
) then {
//This doesn't work reliably for vehilces with additional weapons for the commander. Select smoke launcher instead.
// avoid infinite loop
if !("SmokeLauncher" in _weapons) exitWith {};
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private _index = 0;
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while {
_vehicle currentWeaponTurret _turret != "SmokeLauncher"
} do {
[commander _vehicle, _vehicle, _index] call FUNC(selectWeaponVehicle);
_index = _index + 1;
};
} else {
// fire away!
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private _logic = createGroup sideLogic createUnit ["Logic", [0,0,0], [], 0, "NONE"];
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_logic action ["useWeapon", _vehicle, commander _vehicle, 0];
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deleteVehicle _logic;
};