ACE3/addons/common/functions/fnc_getGunner.sqf

38 lines
845 B
Plaintext
Raw Normal View History

2015-02-04 02:20:55 +00:00
/*
* Author: commy2
2015-09-20 21:18:51 +00:00
* Returns gunner using specified weapon type in vehicle. Only works if all turrets have different weapons.
2015-02-04 02:20:55 +00:00
*
2015-09-20 21:18:51 +00:00
* Arguments:
* 0: Vehicle <OBJECT>
* 1: Weapon <STRING>
2015-02-04 02:20:55 +00:00
*
2015-09-20 21:18:51 +00:00
* Return Value:
* Gunner <OBJECT>
2015-02-04 02:20:55 +00:00
*
2015-09-20 21:18:51 +00:00
* Public: Yes
2015-02-04 02:20:55 +00:00
*/
2015-09-20 21:18:51 +00:00
#include "script_component.hpp"
2015-02-04 02:20:55 +00:00
2015-09-20 21:18:51 +00:00
params ["_vehicle", "_weapon"];
2015-02-04 02:20:55 +00:00
// on foot
if (gunner _vehicle == _vehicle && {_weapon in weapons _vehicle || {toLower _weapon in ["throw", "put"]}}) exitWith {gunner _vehicle};
// inside vehicle
2015-02-04 02:20:55 +00:00
private "_gunner";
_gunner = objNull;
{
2015-02-19 18:14:52 +00:00
if (_weapon in (_vehicle weaponsTurret _x)) exitWith {
_gunner = _vehicle turretUnit _x;
};
2015-09-20 21:18:51 +00:00
false
} count allTurrets [_vehicle, true];
2015-02-04 02:20:55 +00:00
// ensure that at least the pilot is returned if there is no gunner
if (isManualFire _vehicle && {isNull _gunner}) then {
2015-09-20 21:18:51 +00:00
_gunner = driver _vehicle;
};
2015-09-20 21:18:51 +00:00
_gunner