2015-08-20 17:51:22 +00:00
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/*
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* Author: GitHawk
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* Drops a magazine, optionally deletes it and optionally unholsters the wepaon.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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2016-06-06 18:42:20 +00:00
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* 1: Delete dummy object <BOOL>(optional)
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* 2: Unholster Weapon <BOOL>(optional)
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2015-08-20 17:51:22 +00:00
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*
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* Return Value:
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* None
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*
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* Example:
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* [player, true, true] call ace_rearm_fnc_dropAmmo
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*
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* Public: No
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*/
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#include "script_component.hpp"
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2016-05-12 12:55:40 +00:00
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params [
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2017-09-29 19:53:25 +00:00
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"_unit",
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["_delete", false],
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["_unholster", true]
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2016-05-12 12:55:40 +00:00
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];
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2015-08-20 17:51:22 +00:00
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2016-02-27 19:31:07 +00:00
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private _dummy = _unit getVariable [QGVAR(dummy), objNull];
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2015-08-20 17:51:22 +00:00
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if !(isNull _dummy) then {
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detach _dummy;
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if (_delete) then {
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deleteVehicle _dummy;
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} else {
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_dummy setVelocity [0,0,-0.1];
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};
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_unit setVariable [QGVAR(dummy), objNull];
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};
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2016-02-27 19:31:07 +00:00
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private _actionID = _unit getVariable [QGVAR(ReleaseActionID), -1];
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2015-08-20 17:51:22 +00:00
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if (_actionID != -1) then {
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_unit removeAction _actionID;
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_unit setVariable [QGVAR(ReleaseActionID), nil];
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};
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2017-12-07 17:26:21 +00:00
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[_unit, "forceWalk", "ACE_rearm", false] call EFUNC(common,statusEffect_set);
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[_unit, "blockThrow", "ACE_rearm", false] call EFUNC(common,statusEffect_set);
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2015-08-20 17:51:22 +00:00
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if (_unholster) then {
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REARM_UNHOLSTER_WEAPON
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};
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