2015-08-20 17:51:22 +00:00
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/*
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* Author: GitHawk
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* Drops a magazine, optionally deletes it and optionally unholsters the wepaon.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Delete dummy object <BOOL> (optional)
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* 2: Unholster Weapon <BOOL> (optional)
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*
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* Return Value:
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* None
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*
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* Example:
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* [player, true, true] call ace_rearm_fnc_dropAmmo
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_dummy", "_actionID"];
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2016-02-01 19:05:53 +00:00
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params [["_unit", objNull, [objNull]], ["_delete", false, [false]], ["_unholster", true, [true]]];
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2015-08-20 17:51:22 +00:00
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2016-06-27 05:00:25 +00:00
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if (isNull _unit) exitWith {};
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2015-08-20 17:51:22 +00:00
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_dummy = _unit getVariable [QGVAR(dummy), objNull];
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if !(isNull _dummy) then {
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detach _dummy;
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if (_delete) then {
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deleteVehicle _dummy;
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} else {
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_dummy setVelocity [0,0,-0.1];
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};
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_unit setVariable [QGVAR(dummy), objNull];
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//_unit setVariable [QEGVAR(dragging,isCarrying), false, true]; // breaks things, since it hides interact menu on _target
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};
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_actionID = _unit getVariable [QGVAR(ReleaseActionID), -1];
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if (_actionID != -1) then {
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_unit removeAction _actionID;
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_unit setVariable [QGVAR(ReleaseActionID), nil];
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};
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2016-01-19 15:34:59 +00:00
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[_unit, "forceWalk", QGVAR(vehRearm), false] call EFUNC(common,statusEffect_set);
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2015-08-20 17:51:22 +00:00
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if (_unholster) then {
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REARM_UNHOLSTER_WEAPON
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};
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