2015-01-16 02:36:31 +00:00
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/*
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* Author: Commy2, based on KK_fnc_playerWeaponMulfunction from KillzoneKid
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*
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* Jam the weapon
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*
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* Argument:
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* 0: unit
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* 1: weapon
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*
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* Return value:
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* None
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*/
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2015-01-13 03:37:53 +00:00
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#include "\z\ace\addons\overheating\script_component.hpp"
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2015-01-11 16:42:31 +00:00
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2015-01-16 02:36:31 +00:00
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EXPLODE_2_PVT(_this,_unit,_weapon);
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2015-01-11 16:42:31 +00:00
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// don't jam a weapon with no rounds left
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if (_unit ammo _weapon == 0) exitWith {};
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2015-01-16 02:36:31 +00:00
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private ["_jammedWeapons"];
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2015-01-13 03:23:14 +00:00
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_jammedWeapons = _unit getVariable [QGVAR(jammedWeapons), []];
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2015-01-11 16:42:31 +00:00
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_jammedWeapons pushBack _weapon;
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2015-01-13 03:23:14 +00:00
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_unit setVariable [QGVAR(jammedWeapons), _jammedWeapons];
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2015-01-11 16:42:31 +00:00
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2015-01-16 02:36:58 +00:00
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// this is to re-activate the 'DefaultAction', so you can jam a weapon while full auto shooting
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_fnc_stopCurrentBurst = {
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EXPLODE_2_PVT(_this,_params,_pfhId);
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EXPLODE_4_PVT(_params,_unit,_weapon,_ammo,_startFrame);
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2015-01-11 16:42:31 +00:00
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2015-01-16 02:36:58 +00:00
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// Skip the first execution of the PFH
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if (diag_frameno == _startFrame) exitWith {};
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2015-01-11 16:42:31 +00:00
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2015-01-16 02:36:58 +00:00
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// Remove the PFH on the second execution
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[_pfhId] call cba_fnc_removePerFrameHandler;
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2015-01-11 16:42:31 +00:00
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2015-01-16 02:36:58 +00:00
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_unit setAmmo [_weapon, _ammo];
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};
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2015-01-11 16:42:31 +00:00
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2015-01-16 02:36:58 +00:00
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// Stop current burst
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_ammo = _unit ammo _weapon;
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if (_ammo > 0) then {
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_unit setAmmo [_weapon, 0];
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[_fnc_stopCurrentBurst, 0, [_unit, _weapon, _ammo, diag_frameno]] call cba_fnc_addPerFrameHandler;
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2015-01-11 16:42:31 +00:00
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};
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// only display the hint once, after you try to shoot an already jammed weapon
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2015-01-13 03:23:14 +00:00
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GVAR(knowAboutJam) = false;
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2015-01-11 16:42:31 +00:00
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2015-01-13 03:23:14 +00:00
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if (_unit getVariable [QGVAR(JammingActionID), -1] == -1) then {
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2015-01-11 16:42:31 +00:00
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private ["_condition", "_statement", "_condition2", "_statement2", "_id"];
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_condition = {
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2015-01-13 03:30:39 +00:00
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[_this select 1] call EFUNC(common,canUseWeapon)
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2015-01-13 03:23:14 +00:00
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&& {currentMuzzle (_this select 1) in ((_this select 1) getVariable [QGVAR(jammedWeapons), []])}
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&& {!(currentMuzzle (_this select 1) in ((_this select 1) getVariable [QEGVAR(safemode,safedWeapons), []]))}
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2015-01-11 16:42:31 +00:00
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};
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_statement = {
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playSound3D ["a3\sounds_f\weapons\Other\dry9.wss", _this select 0];
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2015-01-13 03:23:14 +00:00
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if (!(missionNamespace getVariable [QGVAR(knowAboutJam), false]) && {(_this select 1) ammo currentWeapon (_this select 1) > 0}) then {
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2015-01-13 03:30:39 +00:00
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[localize "STR_ACE_Overheating_WeaponJammed"] call EFUNC(common,displayTextStructured);
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2015-01-13 03:23:14 +00:00
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GVAR(knowAboutJam) = true;
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2015-01-11 16:42:31 +00:00
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};
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};
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_condition2 = {
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2015-01-13 03:23:14 +00:00
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currentWeapon (_this select 1) in ((_this select 1) getVariable [QGVAR(jammedWeapons), []])
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2015-01-11 16:42:31 +00:00
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};
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_statement2 = {
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2015-01-13 03:23:14 +00:00
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[_this select 1, currentWeapon (_this select 1), false] call FUNC(clearJam);
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2015-01-11 16:42:31 +00:00
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};
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2015-01-13 03:30:39 +00:00
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//_id = [_unit, format ["<t color=""#FFFF00"" >%1</t>", localize "STR_ACE_Overheating_UnjamWeapon"], "DefaultAction", _condition, _statement, _condition2, _statement2, 10] call EFUNC(common,addActionMenuEventHandler);
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_id = [_unit, "DefaultAction", _condition, _statement] call EFUNC(common,addActionEventHandler);
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2015-01-11 16:42:31 +00:00
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2015-01-13 03:23:14 +00:00
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_unit setVariable [QGVAR(JammingActionID), _id];
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2015-01-11 16:42:31 +00:00
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};
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