ACE3/addons/overheating/functions/fnc_clearJam.sqf

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/*
* Author: Commy2
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* Make the unit clear the jam from a weapon
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*
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* Arguments:
* 0: Player <OBJECT>
* 1: Weapon <STRING>
* 2: Skip anim? <BOOL>
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*
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* Return Value:
* None
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*
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* Example:
* [player, currentWeapon player, false] call ace_overheating_fnc_clearJam
*
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* Public: No
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*/
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#include "script_component.hpp"
params ["_unit", "_weapon", ["_skipAnim", false]];
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TRACE_3("params",_unit,_weapon,_skipAnim);
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private _jammedWeapons = _unit getVariable [QGVAR(jammedWeapons), []];
if (_weapon in _jammedWeapons) then {
private _delay = 0;
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if !(_skipAnim) then {
_delay = 2.5;
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private _clearJamAction = getText (configFile >> "CfgWeapons" >> _weapon >> "ACE_clearJamAction");
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if (_clearJamAction == "") then {
_clearJamAction = getText (configFile >> "CfgWeapons" >> _weapon >> "reloadAction");
};
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[_unit, _clearJamAction] call EFUNC(common,doGesture);
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if (_weapon == primaryWeapon _unit) then {
playSound QGVAR(fixing_rifle);
} else {
if (_weapon == secondaryWeapon _unit) then {
playSound QGVAR(fixing_pistol);
};
};
};
// Check if the jam will be successfull
if (random 1 > GVAR(unJamFailChance)) then {
// Success
_jammedWeapons = _jammedWeapons - [_weapon];
_unit setVariable [QGVAR(jammedWeapons), _jammedWeapons];
if (_jammedWeapons isEqualTo []) then {
private _id = _unit getVariable [QGVAR(JammingActionID), -1];
[_unit, "DefaultAction", _id] call EFUNC(common,removeActionEventHandler);
_unit setVariable [QGVAR(JammingActionID), -1];
};
if (GVAR(DisplayTextOnJam)) then {
[{
[localize LSTRING(WeaponUnjammed)] call EFUNC(common,displayTextStructured);
}, [], _delay] call CBA_fnc_waitAndExecute;
};
} else {
// Failure
if (GVAR(DisplayTextOnJam)) then {
[{
[localize LSTRING(WeaponUnjamFailed)] call EFUNC(common,displayTextStructured);
}, [], _delay] call CBA_fnc_waitAndExecute;
};
};
};