2023-09-12 18:58:10 +00:00
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#include "..\script_component.hpp"
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2020-06-19 15:35:19 +00:00
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/*
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* Author: Ir0n1E and mjc4wilton
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* Swap primary weapon and weapon in gunbag.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Target <OBJECT>
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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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2023-11-08 18:00:05 +00:00
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* [player, target] call ace_gunbag_fnc_swapGunbagCallback
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2020-06-19 15:35:19 +00:00
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*
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* Public: No
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*/
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params ["_unit", "_target"];
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private _currentWeapon = primaryWeapon _unit; //Get Current Weapon
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private _gunbag = backpackContainer _target;
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//---Set up current weapon for storing
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private _currentWeaponState = [_unit, _currentWeapon] call EFUNC(common,getWeaponState); //Gets weapon attachments
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/*
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* example return value _state
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* [["","","optic_Aco",""],["arifle_MX_GL_ACO_F","GL_3GL_F"],["30Rnd_65x39_caseless_mag","1Rnd_HE_Grenade_shell"],[30,1]]
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*/
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_currentWeaponState params ["_currentWeaponItems", "", "_currentWeaponMagazines", "_currentWeaponAmmo"]; //Extract Weapon Attachments to separate arrays
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private _currentWeaponMass = [_currentWeapon, _currentWeaponItems, _currentWeaponMagazines] call FUNC(calculateMass);
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{
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_currentWeaponMagazines set [_forEachIndex, [_x, _currentWeaponAmmo select _forEachIndex]];
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} forEach _currentWeaponMagazines;
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//---Set up weapon in gunbag
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private _newWeaponState = _gunbag getVariable [QGVAR(gunbagWeapon), []];
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if (_newWeaponState isEqualTo []) exitWith {
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[LLSTRING(empty)] call EFUNC(common,displayTextStructured);
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};
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_newWeaponState params ["_newWeapon", "_newWeaponItems", "_newWeaponMagazines"];
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//---Swap Weapons
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_unit removeWeapon _currentWeapon;
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_unit addWeapon _newWeapon;
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// Game will auto add magazines from player's inventory, put these back in player inventory as they will be overwritten
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([_unit, _newWeapon] call EFUNC(common,getWeaponState)) params ["", "", "_addedMags", "_addedAmmo"];
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{
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if (((_x select 0) != "") && {(_addedMags select _forEachIndex) != ""}) then {
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TRACE_2("Re-adding mag",_x,_addedMags select _forEachIndex);
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_unit addMagazine [_addedMags select _forEachIndex, _addedAmmo select _forEachIndex];
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};
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} forEach _newWeaponMagazines;
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removeAllPrimaryWeaponItems _unit;
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{
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_unit addWeaponItem [_newWeapon, _x];
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} forEach (_newWeaponItems + _newWeaponMagazines);
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_unit selectWeapon _newWeapon;
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_newWeaponMagazines = _newWeaponMagazines apply {_x select 0};
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private _newWeaponMass = [_newWeapon, _newWeaponItems, _newWeaponMagazines] call FUNC(calculateMass);
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// update virtual load
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[_target, _gunbag, _currentWeaponMass - _newWeaponMass] call EFUNC(movement,addLoadToUnitContainer);
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_gunbag setVariable [QGVAR(gunbagWeapon), [_currentWeapon, _currentWeaponItems, _currentWeaponMagazines], true]; //Replace weapon in gunbag
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