2015-01-16 02:36:31 +00:00
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/*
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* Author: Commy2
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* Make a unit start swapping it's barrel
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*
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* Argument:
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2015-02-08 22:54:12 +00:00
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* 0: Unit <OBJECT>
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* 1: Weapon <STRING>
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2015-01-16 02:36:31 +00:00
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*
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* Return value:
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* None
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2015-02-08 22:54:12 +00:00
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*
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2015-12-15 07:09:26 +00:00
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* Example:
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* [player, currentWeapon player] call ace_overheating_fnc_swapBarrel
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*
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2015-02-08 22:54:12 +00:00
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* Public: No
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2015-01-16 02:36:31 +00:00
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*/
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2015-12-15 07:09:26 +00:00
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#include "script_component.hpp"
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2015-01-13 03:23:14 +00:00
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2015-12-15 07:09:26 +00:00
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params ["_player", "_weapon"];
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TRACE_2("params",_player,_weapon);
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2015-01-13 03:23:14 +00:00
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2016-01-20 18:19:46 +00:00
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// Make the standing player kneel down
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2015-01-13 03:23:14 +00:00
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if (stance _player != "PRONE") then {
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2015-12-15 07:09:26 +00:00
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[_player, "amovpknlmstpsraswrfldnon", 1] call EFUNC(common,doAnimation);
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2015-01-13 03:23:14 +00:00
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};
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2016-01-20 18:19:46 +00:00
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// Barrel dismount gesture
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2016-01-20 16:44:51 +00:00
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_player playActionNow QGVAR(GestureDismountMuzzle);
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2015-01-13 03:23:14 +00:00
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playSound "ACE_BarrelSwap";
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2016-01-20 15:48:39 +00:00
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[5, [_player, _weapon], {(_this select 0) call FUNC(swapBarrelCallback)}, {}, (localize LSTRING(SwappingBarrel))] call EFUNC(common,progressBar);
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