ACE3/addons/overheating/functions/fnc_jamWeapon.sqf

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/*
* Author: Commy2, based on KK_fnc_playerWeaponMulfunction from KillzoneKid
* Jam the weapon
*
* Argument:
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* 0: Unit <OBJECT>
* 1: Weapon <STRING>
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*
* Return value:
* None
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*
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* Example:
* [player, currentWeapon player] call ace_overheating_fnc_jamWeapon
*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_unit", "_weapon"];
TRACE_2("params",_unit,_weapon);
// don't jam a weapon with no rounds left
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private _ammo = _unit ammo _weapon;
if (_ammo == 0) exitWith {};
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private _jammedWeapons = _unit getVariable [QGVAR(jammedWeapons), []];
_jammedWeapons pushBack _weapon;
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_unit setVariable [QGVAR(jammedWeapons), _jammedWeapons];
// Stop current burst
if (_ammo > 0) then {
_unit setAmmo [_weapon, 0];
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// this is to re-activate the 'DefaultAction', so you can jam a weapon while full auto shootin
[{
params ["_unit", "_weapon", "_ammo"];
_unit setAmmo [_weapon, _ammo];
}, [_unit, _weapon, _ammo]] call EFUNC(common,execNextFrame);
};
// only display the hint once, after you try to shoot an already jammed weapon
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GVAR(knowAboutJam) = false;
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if (_unit getVariable [QGVAR(JammingActionID), -1] == -1) then {
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private _condition = {
[_this select 1] call CBA_fnc_canUseWeapon
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&& {currentMuzzle (_this select 1) in ((_this select 1) getVariable [QGVAR(jammedWeapons), []])}
&& {!(currentMuzzle (_this select 1) in ((_this select 1) getVariable [QEGVAR(safemode,safedWeapons), []]))}
};
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private _statement = {
playSound3D ["a3\sounds_f\weapons\Other\dry9.wss", _this select 0];
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if (!(missionNamespace getVariable [QGVAR(knowAboutJam), false]) && {(_this select 1) ammo currentWeapon (_this select 1) > 0} && {GVAR(DisplayTextOnJam)}) then {
[localize LSTRING(WeaponJammed)] call EFUNC(common,displayTextStructured);
GVAR(knowAboutJam) = true;
};
};
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private _id = [_unit, "DefaultAction", _condition, _statement] call EFUNC(common,addActionEventHandler);
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_unit setVariable [QGVAR(JammingActionID), _id];
};