ACE3/addons/weaponselect/functions/fnc_selectWeaponMode.sqf

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/*
* Author: commy2
* The player will select the specified weapon or will change to the next firing mode if the weapon was already selected.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Weapon <STRING>
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*
* Return Value:
* None
*
* Example:
* [player, currentWeapon player] call ace_weaponselect_fnc_selectWeaponMode
*
* Public: No
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*/
#include "script_component.hpp"
params ["_unit", "_weapon"];
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if (_weapon == "") exitWith {};
if (currentWeapon _unit != _weapon) exitWith {
_unit selectWeapon _weapon;
};
// unlock safety
if (_weapon in (_unit getVariable [QEGVAR(safemode,safedWeapons), []])) exitWith {
[_unit, _weapon, _weapon] call EFUNC(safemode,unlockSafety);
};
private ["_muzzles", "_modes"];
_muzzles = [_weapon] call EFUNC(common,getWeaponMuzzles);
_modes = [_weapon] call EFUNC(common,getWeaponModes);
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private ["_index", "_muzzle", "_mode"];
_index = (_modes find currentWeaponMode _unit) + 1;
if (_index > count _modes - 1) then {_index = 0};
_muzzle = _muzzles select 0;
_mode = _modes select _index;
_index = 0;
while {
_index < 100 && {currentMuzzle _unit != _muzzle || {currentWeaponMode _unit != _mode}}
} do {
_unit action ["SwitchWeapon", _unit, _unit, _index];
_index = _index + 1;
};
// play fire mode selector sound
[_unit, _weapon] call FUNC(playChangeFiremodeSound);