2018-09-17 19:19:29 +00:00
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#include "script_component.hpp"
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2015-02-04 02:20:55 +00:00
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/*
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* Author: commy2
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2015-09-20 21:18:51 +00:00
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* Returns gunner using specified weapon type in vehicle. Only works if all turrets have different weapons.
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2015-02-04 02:20:55 +00:00
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*
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2015-09-20 21:18:51 +00:00
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* Arguments:
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* 0: Vehicle <OBJECT>
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* 1: Weapon <STRING>
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2015-02-04 02:20:55 +00:00
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*
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2015-09-20 21:18:51 +00:00
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* Return Value:
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* Gunner <OBJECT>
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2015-02-04 02:20:55 +00:00
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*
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2017-06-08 13:31:51 +00:00
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* Example:
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* [car, "gun"] call ace_common_fnc_getGunner
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*
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2015-09-20 21:18:51 +00:00
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* Public: Yes
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2015-02-04 02:20:55 +00:00
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*/
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2015-12-12 15:48:54 +00:00
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params [["_vehicle", objNull, [objNull]], ["_weapon", "", [""]]];
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2015-02-04 02:20:55 +00:00
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2015-04-10 04:36:09 +00:00
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// on foot
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2015-04-10 04:47:31 +00:00
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if (gunner _vehicle == _vehicle && {_weapon in weapons _vehicle || {toLower _weapon in ["throw", "put"]}}) exitWith {gunner _vehicle};
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2015-04-02 11:52:22 +00:00
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2015-04-10 04:36:09 +00:00
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// inside vehicle
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2015-12-12 15:48:54 +00:00
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private _gunner = objNull;
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2015-02-04 02:20:55 +00:00
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{
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2015-02-19 18:14:52 +00:00
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if (_weapon in (_vehicle weaponsTurret _x)) exitWith {
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_gunner = _vehicle turretUnit _x;
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};
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2015-09-20 21:18:51 +00:00
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false
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} count allTurrets [_vehicle, true];
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2015-02-04 02:20:55 +00:00
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2015-04-10 04:36:09 +00:00
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// ensure that at least the pilot is returned if there is no gunner
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if (isManualFire _vehicle && {isNull _gunner}) then {
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2016-02-13 18:04:43 +00:00
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_gunner = effectiveCommander _vehicle;
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2015-04-10 04:36:09 +00:00
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};
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2015-09-20 21:18:51 +00:00
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_gunner
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