ACE3/addons/disposable/functions/fnc_replaceATWeapon.sqf

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/*
* Author: bux, commy2
* Replace the disposable launcher with the used dummy.
*
* Arguments:
* 0: unit - Object the event handler is assigned to <OBJECT>
* 1: weapon - Fired weapon <STRING>
* 2: muzzle - Muzzle that was used <STRING>
* 3: mode - Current mode of the fired weapon <STRING>
* 4: ammo - Ammo used <STRING>
* 5: magazine - magazine name which was used <STRING>
* 6: projectile - Object of the projectile that was shot <OBJECT>
*
* Return Value:
* Nothing
*
* Example:
* [fromBisFiredEH] call ace_disposable_fnc_replaceATWeapon;
*
* Public: No
*/
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#include "script_component.hpp"
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params ["_unit", "_weapon", "", "", "", "", "_projectile"];
TRACE_3("params",_unit,_weapon,_projectile);
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if (!local _unit || {_weapon != secondaryWeapon _unit}) exitWith {};
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private _replacementTube = getText (configFile >> "CfgWeapons" >> _weapon >> "ACE_UsedTube");
if (_replacementTube == "") exitWith {}; //If no replacement defined just exit
//Save array of items attached to launcher
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private _items = secondaryWeaponItems _unit;
//Replace the orginal weapon with the 'usedTube' weapon
_unit addWeapon _replacementTube;
//Makes sure the used tube is still equiped
_unit selectWeapon _replacementTube;
//Re-add all attachments to the used tube
{
if (_x != "") then {_unit addSecondaryWeaponItem _x};
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} count _items;
// AI - Remove the ai's missle launcher tube after the missle has exploded
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if !([_unit] call EFUNC(common,isPlayer)) then {
[{
params ["_args","_idPFH"];
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_args params ["_unit", "_tube", "_projectile"];
//don't do anything until projectile is null (exploded/max range)
if (isNull _projectile) then {
//Remove PFEH:
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[_idPFH] call CBA_fnc_removePerFrameHandler;
//If (tube is dropped) OR (is dead) OR (is player) just exit
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if (secondaryWeapon _unit != _tube || {!alive _unit} || {[_unit] call EFUNC(common,isPlayer)}) exitWith {};
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//private _items = secondaryWeaponItems _unit;
private _container = createVehicle ["GroundWeaponHolder", position _unit, [], 0, "CAN_COLLIDE"];
_container setPosAsl (getPosAsl _unit);
_container addWeaponCargoGlobal [_tube, 1];
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//This will duplicate attachements, because we will be adding a weapon that may already have attachments on it
//We either need a way to add a clean weapon, or a way to add a fully configured weapon to a container:
// {
// if (_x != "") then {_container addItemCargoGlobal [_x, 1];};
// } forEach _items;
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_unit removeWeaponGlobal _tube;
};
}, 1, [_unit, _replacementTube, _projectile]] call CBA_fnc_addPerFrameHandler;
};