2015-01-17 17:26:51 +00:00
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/*
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* Author: commy2
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* The player will select the specified weapon and change to the first additional muzzle. E.g. the grenade launcher of a assault rifle.
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*
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2015-08-08 12:40:23 +00:00
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* Arguments:
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2015-08-04 01:08:21 +00:00
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* 0: Unit <OBJECT>
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* 1: Weapon <STRING>
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2015-01-17 17:26:51 +00:00
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*
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2015-08-08 12:40:23 +00:00
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* Return Value:
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2015-08-04 01:08:21 +00:00
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* None
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2015-08-08 12:40:23 +00:00
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*
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* Example:
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* [player, currentWeapon player] call ace_weaponselect_fnc_selectWeaponMuzzle
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*
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* Public: No
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2015-01-17 17:26:51 +00:00
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*/
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#include "script_component.hpp"
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2015-08-04 01:08:21 +00:00
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params ["_unit", "_weapon"];
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2015-01-17 17:26:51 +00:00
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if (_weapon == "") exitWith {};
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2016-01-06 21:42:02 +00:00
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private _muzzles = _weapon call EFUNC(common,getWeaponMuzzles);
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2015-01-17 17:26:51 +00:00
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if (currentWeapon _unit != _weapon) exitWith {
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if (count _muzzles > 1) then {
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// unlock safety
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/*if (_weapon in (_unit getVariable [QEGVAR(safemode,safedWeapons), []])) exitWith {
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[_unit, _weapon, _muzzles select 1] call EFUNC(safemode,unlockSafety);
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};*/
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_unit selectWeapon (_muzzles select 1);
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};
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};
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2016-01-06 21:42:02 +00:00
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private _index = (_muzzles find currentMuzzle _unit) + 1;
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2015-01-17 17:26:51 +00:00
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if (_index > count _muzzles - 1) then {_index = 1};
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2016-01-06 21:42:02 +00:00
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private _muzzle = _muzzles select _index;
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2015-01-17 17:26:51 +00:00
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_index = 0;
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while {
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_index < 100 && {currentMuzzle _unit != _muzzle}
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} do {
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_unit action ["SwitchWeapon", _unit, _unit, _index];
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_index = _index + 1;
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};
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