ACE3/addons/overheating/functions/fnc_swapBarrelCallback.sqf

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/*
* Author: Commy2, esteldunedain
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* Swap barrel callback
*
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* Arguments:
* 0: Unit initiating the action <OBJECT>
* 1: Unit that has the weapon <OBJECT>
* 2: Weapon <STRING>
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*
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* Return Value:
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* None
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*
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* Example:
* [player, currentWeapon player] call ace_overheating_fnc_swapBarrelCallback
*
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* Public: No
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*/
// #define DEBUG_MODE_FULL
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#include "script_component.hpp"
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params ["_assistant", "_gunner", "_weapon"];
TRACE_3("params",_assistant,_gunner,_weapon);
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if (_assistant isEqualTo _gunner) then {
// Barrel mount gesture
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[_gunner, QGVAR(GestureMountMuzzle)] call EFUNC(common,doGesture);
playSound "ACE_BarrelSwap";
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};
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// don't consume the barrel, but rotate through them.
[localize LSTRING(SwappedBarrel), QPATHTOF(UI\spare_barrel_ca.paa)] call EFUNC(common,displayTextPicture);
private _temp = _gunner getVariable [format [QGVAR(%1_temp), _weapon], 0];
private _barrelMass = METAL_MASS_RATIO * (getNumber (configFile >> "CfgWeapons" >> _weapon >> "WeaponSlotsInfo" >> "mass") / 22.0) max 1.0;
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// Instruct the server to load the coolest spare barrel into the weapon and
// store the removed barrel with the former weapon temperature. The server
// also updates the current weapon temperature to match that of the new
// loaded barrel.
[QGVAR(loadCoolestSpareBarrel), [_assistant, _gunner, _weapon, _temp, _barrelMass]] call CBA_fnc_serverEvent;
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// Store the update time
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_gunner setVariable [format [QGVAR(%1_time), _weapon], CBA_missionTime];