ACE3/addons/common/functions/fnc_unloadUnitWeapon.sqf

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#include "..\script_component.hpp"
/*
* Author: drofseh, commy2, johnb43
* Unload the magazine from the unit's weapon and attempt to put it in a sensible place.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Weapon <STRING>
* 2: Muzzle (default: Weapon) <STRING>
* 3: Magazine (default: magazine in Weapon) <STRING>
* 4: Ammo count (default: Unit ammo Muzzle) <NUMBER>
* 5: Skip animation? (default: false) <BOOL>
*
* Return Value:
* None
*
* Example:
* [ACE_player, currentWeapon ACE_player, currentMuzzle ACE_player, currentMagazine ACE_player, 23, false] call ace_common_fnc_unloadUnitWeapon
*
* Public: No
*/
params ["_unit", "_weapon", "_muzzle", "_magazine", "_ammoCount", ["_skipAnim", false]];
TRACE_6("params",_unit,_weapon,_muzzle,_magazine,_ammoCount,_skipAnim);
if (_unit getVariable [QGVAR(isUnloadingWeapon), false]) exitWith {};
// Only allow 1 weapon to be unloaded at a time (because of animation length)
_unit setVariable [QGVAR(isUnloadingWeapon), true];
if (isNil "_muzzle") then {
_muzzle = _weapon;
};
if (isNil "_magazine") then {
private _weaponState = _unit weaponState _muzzle;
_magazine = _weaponState select 3;
_ammoCount = _weaponState select 4;
};
if (isNil "_ammoCount") then {
_ammoCount = _unit ammo _muzzle;
};
// Audiovisual effects
private _delay = 0;
if (!_skipAnim) then {
_delay = 1.5;
private _config = configFile >> "CfgWeapons" >> _weapon;
if (_weapon != _muzzle) then {
_config = _config >> _muzzle;
};
// Get and play animation
private _unloadAction = getText (_config >> "ACE_unloadAction");
if (_unloadAction == "") then {
_unloadAction = getText (_config >> "reloadAction");
};
[_unit, _unloadAction, 1] call FUNC(doGesture);
// Get and play sound
private _unloadSound = getText (_config >> "ACE_unloadSound");
if (_unloadSound == "") then {
_unloadSound = "A3\Sounds_F\arsenal\weapons\Rifles\Katiba\reload_Katiba.wss";
private _unloadSoundArray = getArray (_config >> "reloadMagazineSound");
// File extention is required for playSound3D
if (_unloadSoundArray isNotEqualTo []) then {
private _wssTest = format ["%1.wss", _unloadSoundArray select 0];
if (fileExists _wssTest) then {
_unloadSound = _wssTest;
} else {
private _wavTest = format ["%1.wav", _unloadSoundArray select 0];
if (fileExists _wavTest) then {
_unloadSound = _wavTest;
} else {
private _oggTest = format ["%1.ogg", _unloadSoundArray select 0];
if (fileExists _oggTest) then {
_unloadSound = _oggTest;
};
};
};
};
};
playSound3D [_unloadSound, _unit];
};
// Remove magazine from weapon and add it to inventory
[{
params ["_unit", "_weapon", "_muzzle", "_magazine", "_ammoCount"];
_unit setVariable [QGVAR(isUnloadingWeapon), nil];
private _returnMagazine = true;
// Check if it's possible to remove given item from weapon; If possible, remove weapon item
switch (true) do {
case (_weapon == primaryWeapon _unit && {_weapon canAdd [_magazine, _muzzle]}): {
_unit removePrimaryWeaponItem _magazine;
};
case (_weapon == handgunWeapon _unit && {_weapon canAdd [_magazine, _muzzle]}): {
_unit removeHandgunItem _magazine;
};
case (_weapon == secondaryWeapon _unit && {_weapon canAdd [_magazine, _muzzle]}): {
_unit removeSecondaryWeaponItem _magazine;
};
default {
_returnMagazine = false;
};
};
// Avoid duplicating magazines (e.g. by switching weapons mid unload)
if (!_returnMagazine) exitWith {};
[_unit, _magazine, _ammoCount, true] call CBA_fnc_addMagazine;
}, [_unit, _weapon, _muzzle, _magazine, _ammoCount], _delay] call CBA_fnc_waitAndExecute;