ACE3/addons/disposable/functions/fnc_replaceATWeapon.sqf

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#include "script_component.hpp"
/*
* Author: bux, commy2
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* Replace the disposable launcher with the used dummy. Called from the unified fired EH.
*
* Arguments:
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* None. Parameters inherited from EFUNC(common,firedEH)
*
* Return Value:
* None
*
* Example:
* [fromBisFiredEH] call ace_disposable_fnc_replaceATWeapon;
*
* Public: No
*/
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//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret);
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if (!local _unit || {_weapon != secondaryWeapon _unit}) exitWith {};
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private _replacementTube = getText (configFile >> "CfgWeapons" >> _weapon >> "ACE_UsedTube");
if (_replacementTube == "") exitWith {}; //If no replacement defined just exit
//Save array of items attached to launcher
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private _items = secondaryWeaponItems _unit;
//Replace the orginal weapon with the 'usedTube' weapon
_unit addWeapon _replacementTube;
//Makes sure the used tube is still equiped
_unit selectWeapon _replacementTube;
//Re-add all attachments to the used tube
{
if (_x != "") then {_unit addSecondaryWeaponItem _x};
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} count _items;
// AI - Remove the ai's missle launcher tube after the missle has exploded
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if !([_unit] call EFUNC(common,isPlayer)) then {
[{
params ["_args","_idPFH"];
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_args params ["_unit", "_tube", "_projectile"];
//don't do anything until projectile is null (exploded/max range)
if (isNull _projectile) then {
//Remove PFEH:
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[_idPFH] call CBA_fnc_removePerFrameHandler;
//If (tube is dropped) OR (is dead) OR (is player) just exit
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if (secondaryWeapon _unit != _tube || {!alive _unit} || {[_unit] call EFUNC(common,isPlayer)}) exitWith {};
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//private _items = secondaryWeaponItems _unit;
private _container = createVehicle ["GroundWeaponHolder", position _unit, [], 0, "CAN_COLLIDE"];
_container setPosAsl (getPosAsl _unit);
_container addWeaponCargoGlobal [_tube, 1];
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//This will duplicate attachements, because we will be adding a weapon that may already have attachments on it
//We either need a way to add a clean weapon, or a way to add a fully configured weapon to a container:
// {
// if (_x != "") then {_container addItemCargoGlobal [_x, 1];};
// } forEach _items;
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_unit removeWeaponGlobal _tube;
};
}, 1, [_unit, _replacementTube, _projectile]] call CBA_fnc_addPerFrameHandler;
};