2015-01-11 16:42:31 +00:00
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/*
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2015-02-20 01:32:41 +00:00
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* Author: bux, commy2
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2015-01-11 16:42:31 +00:00
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* Replace the disposable launcher with the used dummy.
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2015-02-20 01:32:41 +00:00
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*
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* Arguments:
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* 0: unit - Object the event handler is assigned to <OBJECT>
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* 1: weapon - Fired weapon <STRING>
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* 2: muzzle - Muzzle that was used <STRING>
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* 3: mode - Current mode of the fired weapon <STRING>
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* 4: ammo - Ammo used <STRING>
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* 5: magazine - magazine name which was used <STRING>
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* 6: projectile - Object of the projectile that was shot <OBJECT>
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*
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* Return Value:
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2015-01-11 16:42:31 +00:00
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* Nothing
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2015-02-20 01:32:41 +00:00
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*
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* Example:
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* [fromBisFiredEH] call ace_disposable_fnc_replaceATWeapon;
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*
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* Public: No
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2015-01-11 16:42:31 +00:00
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*/
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2015-01-13 19:12:37 +00:00
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#include "script_component.hpp"
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2015-01-11 16:42:31 +00:00
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2015-08-09 03:25:19 +00:00
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private ["_replacementTube", "_items"];
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params ["_unit", "_weapon", "", "", "", "", "_projectile"];
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2015-03-20 01:24:14 +00:00
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2015-01-13 19:12:37 +00:00
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if (!local _unit) exitWith {};
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2015-02-20 01:32:41 +00:00
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2015-03-20 01:24:14 +00:00
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_replacementTube = getText (configFile >> "CfgWeapons" >> _weapon >> "ACE_UsedTube");
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if (_replacementTube == "") exitWith {}; //If no replacement defined just exit
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if (_weapon != (secondaryWeapon _unit)) exitWith {}; //just to be sure
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2015-01-11 16:42:31 +00:00
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2015-03-20 01:24:14 +00:00
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//Save array of items attached to launcher
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2015-01-11 16:42:31 +00:00
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_items = secondaryWeaponItems _unit;
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2015-03-20 01:24:14 +00:00
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//Replace the orginal weapon with the 'usedTube' weapon
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_unit addWeapon _replacementTube;
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//Makes sure the used tube is still equiped
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_unit selectWeapon _replacementTube;
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//Re-add all attachments to the used tube
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2015-01-11 16:42:31 +00:00
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{
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2015-02-20 01:32:41 +00:00
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if (_x != "") then {_unit addSecondaryWeaponItem _x};
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2015-08-09 03:25:19 +00:00
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} count _items;
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2015-01-11 16:42:31 +00:00
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2015-03-20 01:24:14 +00:00
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// AI - Remove the ai's missle launcher tube after the missle has exploded
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2015-01-13 19:12:37 +00:00
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if !([_unit] call EFUNC(common,isPlayer)) then {
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2015-03-20 01:24:14 +00:00
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[{
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2015-08-10 07:51:14 +00:00
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params ["_args","_idPFH"];
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2015-08-09 03:25:19 +00:00
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_args params ["_unit", "_tube", "_projectile"];
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2015-03-20 01:24:14 +00:00
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//don't do anything until projectile is null (exploded/max range)
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if (isNull _projectile) then {
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//Remove PFEH:
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2015-08-09 03:25:19 +00:00
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[_idPFH] call cba_fnc_removePerFrameHandler;
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2015-03-20 01:24:14 +00:00
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//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", "_container"];
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2015-03-20 01:37:36 +00:00
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2015-03-21 15:35:21 +00:00
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// _items = secondaryWeaponItems _unit;
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2015-03-20 01:24:14 +00:00
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_container = createVehicle ["GroundWeaponHolder", position _unit, [], 0, "CAN_COLLIDE"];
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_container setPosAsl (getPosAsl _unit);
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_container addWeaponCargoGlobal [_tube, 1];
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2015-08-09 03:25:19 +00:00
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2015-03-21 15:35:21 +00:00
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//This will duplicate attachements, because we will be adding a weapon that may already have attachments on it
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//We either need a way to add a clean weapon, or a way to add a fully configured weapon to a container:
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// {
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// if (_x != "") then {_container addItemCargoGlobal [_x, 1];};
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// } forEach _items;
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2015-08-09 03:25:19 +00:00
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2015-03-20 01:24:14 +00:00
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_unit removeWeaponGlobal _tube;
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};
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}, 1, [_unit, _replacementTube, _projectile]] call CBA_fnc_addPerFrameHandler;
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2015-01-11 16:42:31 +00:00
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};
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