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87 lines
3.4 KiB
Plaintext
87 lines
3.4 KiB
Plaintext
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#include "script_component.hpp"
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["ace_firedNonPlayer", {
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if (GVAR(weaponDropChanceArmHitPlayer) + GVAR(weaponDropChanceArmHitAI) == 0) exitWith {};
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(_this select 6) addEventHandler ["HitPart", {
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params ["", "_entity", "", "", "", "", "_selections"];
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[_entity, _selections] call FUNC(checkWeaponDrop);
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}];
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}] call CBA_fnc_addEventHandler;
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["ace_firedPlayer", {
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if (GVAR(weaponDropChanceArmHitPlayer) + GVAR(weaponDropChanceArmHitAI) == 0) exitWith {};
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(_this select 6) addEventHandler ["HitPart", {
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params ["", "_entity", "", "", "", "", "_selections"];
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[_entity, _selections] call FUNC(checkWeaponDrop);
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}];
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}] call CBA_fnc_addEventHandler;
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[QGVAR(dropWeapon), {
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params ["_unit"];
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if !(_unit getVariable [QGVAR(canDropWeapon), true]) exitWith {};
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// Prevents AI from losing both primary and pistol when being shot with their pistol out
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_unit setVariable [QGVAR(canDropWeapon), false];
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private _weapon = currentWeapon _unit;
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private _thrownWeapon = _unit call EFUNC(common,throwWeapon);
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[{
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params ["_unit"];
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_unit setVariable [QGVAR(canDropWeapon), nil];
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}, _unit, 0.5] call CBA_fnc_waitAndExecute;
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if (_unit call EFUNC(common,isPlayer)) exitWith {}; // Don't make players pick their own weapons up
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// Wait before executing, as otherwise the unit would pick up the weapon immediately
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[{
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[{
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(_this select 0) params ["_unit", "_weapon", "_thrownWeapon", "_timeout"];
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// If the unit has been deleted or dead, if the weapon doesn't exist anymore or if it's been too long, stop
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if (!alive _unit || {!local _unit} || {isNull _thrownWeapon} || {CBA_missionTime >= _timeout}) exitWith {
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(_this select 1) call CBA_fnc_removePerFrameHandler;
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};
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// Don't pick up weapon when unit is unconscious
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if (lifeState _unit == "INCAPACITATED") exitWith {};
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// If the unit has no essential weapons, force them to get their weapon, otherwise wait until no enemies are present
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if !(
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(primaryWeapon _unit == "" && {handgunWeapon _unit == ""}) ||
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{(_unit distance (_unit findNearestEnemy _unit)) > missionNamespace getVariable [QGVAR(safePickupDistance), DEFAULT_PICKUP_DISTANCE]}
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) exitWith {};
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// If the unit is too far away, make them move closer
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if (_unit distance _thrownWeapon >= 4) exitWith {
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private _pos = getPosATL _thrownWeapon;
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_unit setDestination [_pos, "LEADER PLANNED", true];
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_unit doMove _pos;
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};
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(_this select 1) call CBA_fnc_removePerFrameHandler;
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_unit action ["TakeWeapon", _thrownWeapon, _weapon];
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// Make the unit switch weapons
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[{
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(_this select 0) hasWeapon (_this select 1)
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}, {
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params ["_unit", "_weapon"];
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if (!alive _unit || {!local _unit} || {primaryWeapon _unit != _weapon}) exitWith {};
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// Switch to the primary weapon, if it was picked up
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_unit selectWeapon _weapon;
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}, [_unit, _weapon], 5] call CBA_fnc_waitUntilAndExecute;
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}, 5, _this] call CBA_fnc_addPerFrameHandler;
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}, [_unit, _weapon, _thrownWeapon, CBA_missionTime + 300], random [2, 3, 4]] call CBA_fnc_waitAndExecute;
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}] call CBA_fnc_addEventHandler;
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