2018-09-17 19:19:29 +00:00
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#include "script_component.hpp"
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2017-08-12 13:25:48 +00:00
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/*
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* Author: Nelson Duarte, AACO, SilentSpike
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* Function used to add projectiles to be drawn when a unit fires
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*
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* Arguments:
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* Fired EH arguments
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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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* _unit addEventHandler ["Fired",{_this call ace_spectator_fnc_handleFired}]
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*
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* Public: No
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*/
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params [
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"_unit",
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["_weapon", "", [""]],
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"", // Muzzle
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"", // Mode
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2018-01-22 23:31:44 +00:00
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["_ammo", "", [""]], // Ammo
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2017-08-12 13:25:48 +00:00
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"", // Magazine
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["_projectile", objNull, [objNull]]
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];
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// Remove the EH when spectator is no longer active or unit is removed
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if (isNil QGVAR(entitiesToDraw) || {!(_unit in GVAR(entitiesToDraw))}) exitWith {
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//USES_VARIABLES ["_thisEventHandler"]
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_unit removeEventHandler ["Fired", _thisEventHandler];
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SETVAR(_unit,GVAR(firedEH),nil);
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};
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// Fire time used for unit icon highlighting
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_unit setVariable [QGVAR(highlightTime), time + FIRE_HIGHLIGHT_TIME];
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2018-01-22 23:31:44 +00:00
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// expensive, but any non local units might have this as null for 'global' projectiles (like grenades)
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if (isNull _projectile) then {
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_projectile = nearestObject [_unit, _ammo];
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};
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2017-08-12 13:25:48 +00:00
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// Store projectiles / grenades for drawing
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2018-01-22 23:31:44 +00:00
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if (_weapon == "Throw") then {
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[QGVAR(addToGrenadeTracking), [_projectile]] call CBA_fnc_localEvent;
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} else {
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[QGVAR(addToProjectileTracking), [_projectile]] call CBA_fnc_localEvent;
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2017-08-12 13:25:48 +00:00
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};
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