ACE3/addons/overheating/functions/fnc_clearJam.sqf

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/*
* Author: Commy2
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* Make the unit clear the jam from a weapon
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*
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* Arguments:
* 0: Player <OBJECT>
* 1: Weapon <STRING>
* 2: Skip anim? <BOOL>
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*
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* Return Value:
* None
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*
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* Public: No
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*/
#include "\z\ace\addons\overheating\script_component.hpp"
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EXPLODE_3_PVT(_this,_unit,_weapon,_skipAnim);
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private ["_jammedWeapons"];
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_jammedWeapons = _unit getVariable [QGVAR(jammedWeapons), []];
if (_weapon in _jammedWeapons) then {
_jammedWeapons = _jammedWeapons - [_weapon];
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_unit setVariable [QGVAR(jammedWeapons), _jammedWeapons];
if (count _jammedWeapons == 0) then {
private "_id";
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_id = _unit getVariable [QGVAR(JammingActionID), -1];
[_unit, "DefaultAction", _id] call EFUNC(common,removeActionEventHandler);
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_unit setVariable [QGVAR(JammingActionID), -1];
};
if !(_skipAnim) then {
private "_clearJamAction";
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_clearJamAction = getText (configFile >> "CfgWeapons" >> _weapon >> "ACE_clearJamAction");
if (_clearJamAction == "") then {
_clearJamAction = getText (configFile >> "CfgWeapons" >> _weapon >> "reloadAction");
};
_unit playActionNow _clearJamAction;
if (_weapon == primaryWeapon _unit) then {
playSound QGVAR(fixing_rifle);
} else {
if (_weapon == secondaryWeapon _unit) then {
playSound QGVAR(fixing_pistol);
};
};
};
if (GVAR(DisplayTextOnJam)) then {
[localize "STR_ACE_Overheating_WeaponUnjammed"] call EFUNC(common,displayTextStructured);
};
};