ACE3/addons/overheating/functions/fnc_jamWeapon.sqf

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// based on KK_fnc_playerWeaponMulfunction from KillzoneKid
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#include "script_component.hpp"
private ["_unit", "_weapon", "_jammedWeapons"];
_unit = _this select 0;
_weapon = _this select 1;
// don't jam a weapon with no rounds left
if (_unit ammo _weapon == 0) exitWith {};
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_jammedWeapons = _unit getVariable [QGVAR(jammedWeapons), []];
_jammedWeapons pushBack _weapon;
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_unit setVariable [QGVAR(jammedWeapons), _jammedWeapons];
// this is to re-activate the 'DefaultAction', so you can jam a weapon while full auto shooting
[_unit, _weapon] spawn {
_unit = _this select 0;
_weapon = _this select 1;
_ammo = _unit ammo _weapon;
_frame = diag_frameno;
if (_ammo > 0) then {
_unit setAmmo [_weapon, 0];
waitUntil {_frame < diag_frameno};
_unit setAmmo [_weapon, _ammo];
//[localize "STR_ACE_Overheating_WeaponJammed"] call EFUNC(common,displayTextStructured);
};
};
// 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 {
private ["_condition", "_statement", "_condition2", "_statement2", "_id"];
_condition = {
[_this select 1] call EFUNC(common,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), []]))}
};
_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}) then {
[localize "STR_ACE_Overheating_WeaponJammed"] call EFUNC(common,displayTextStructured);
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GVAR(knowAboutJam) = true;
};
};
_condition2 = {
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currentWeapon (_this select 1) in ((_this select 1) getVariable [QGVAR(jammedWeapons), []])
};
_statement2 = {
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[_this select 1, currentWeapon (_this select 1), false] call FUNC(clearJam);
};
//_id = [_unit, format ["<t color=""#FFFF00"" >%1</t>", localize "STR_ACE_Overheating_UnjamWeapon"], "DefaultAction", _condition, _statement, _condition2, _statement2, 10] call EFUNC(common,addActionMenuEventHandler);
_id = [_unit, "DefaultAction", _condition, _statement] call EFUNC(common,addActionEventHandler);
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_unit setVariable [QGVAR(JammingActionID), _id];
};