2015-01-11 16:42:31 +00:00
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/*
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* Author: commy2
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*
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* Replace the disposable launcher with the used dummy.
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*
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* Argument:
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* Input from "Fired" eventhandler
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*
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* Return value:
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* Nothing
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*/
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2015-01-13 19:12:37 +00:00
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#include "script_component.hpp"
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2015-01-11 16:42:31 +00:00
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private ["_unit", "_tube", "_projectile"];
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_unit = _this select 0;
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2015-01-13 19:12:37 +00:00
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_tube = getText (configFile >> "CfgWeapons" >> (_this select 1) >> "ACE_UsedTube");
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2015-01-11 16:42:31 +00:00
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_projectile = _this select 6;
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2015-01-13 19:12:37 +00:00
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if (!local _unit) exitWith {};
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2015-01-11 16:42:31 +00:00
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if (_tube == "") exitWith {};
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private "_items";
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_items = secondaryWeaponItems _unit;
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_unit addWeapon _tube;
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_unit selectWeapon _tube;
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{
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if (_x != "") then {_unit addSecondaryWeaponItem _x};
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} forEach _items;
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// AI
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2015-01-13 19:12:37 +00:00
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if !([_unit] call EFUNC(common,isPlayer)) then {
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2015-01-14 01:38:00 +00:00
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//waits until _projectile is null, so random 0-2 tickTime seconds after that
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2015-01-14 01:30:25 +00:00
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[FUNC(aiDropWeaponCallback), 2, [_unit, _tube, _projectile]] call CBA_fnc_addPerFrameHandler;
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2015-01-11 16:42:31 +00:00
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};
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