2015-01-17 17:26:51 +00:00
|
|
|
/*
|
|
|
|
* Author: commy2
|
|
|
|
* The player will select the specified weapon or will change to the next firing mode if the weapon was already selected.
|
|
|
|
*
|
2015-08-08 12:40:23 +00:00
|
|
|
* Arguments:
|
2015-08-04 01:08:21 +00:00
|
|
|
* 0: Unit <OBJECT>
|
|
|
|
* 1: Weapon <STRING>
|
2015-01-17 17:26:51 +00:00
|
|
|
*
|
2015-08-08 12:40:23 +00:00
|
|
|
* Return Value:
|
2015-08-04 01:08:21 +00:00
|
|
|
* None
|
2015-08-08 12:40:23 +00:00
|
|
|
*
|
|
|
|
* Example:
|
|
|
|
* [player, currentWeapon player] call ace_weaponselect_fnc_selectWeaponMode
|
|
|
|
*
|
|
|
|
* Public: No
|
2015-01-17 17:26:51 +00:00
|
|
|
*/
|
|
|
|
#include "script_component.hpp"
|
|
|
|
|
2015-08-04 01:08:21 +00:00
|
|
|
params ["_unit", "_weapon"];
|
2015-01-17 17:26:51 +00:00
|
|
|
|
|
|
|
if (_weapon == "") exitWith {};
|
|
|
|
|
|
|
|
if (currentWeapon _unit != _weapon) exitWith {
|
|
|
|
_unit selectWeapon _weapon;
|
|
|
|
};
|
|
|
|
|
|
|
|
// unlock safety
|
|
|
|
if (_weapon in (_unit getVariable [QEGVAR(safemode,safedWeapons), []])) exitWith {
|
|
|
|
[_unit, _weapon, _weapon] call EFUNC(safemode,unlockSafety);
|
|
|
|
};
|
|
|
|
|
2016-01-06 21:42:02 +00:00
|
|
|
private _muzzles = [_weapon] call EFUNC(common,getWeaponMuzzles);
|
|
|
|
private _modes = [_weapon] call EFUNC(common,getWeaponModes);
|
2015-01-17 17:26:51 +00:00
|
|
|
|
2016-01-06 21:42:02 +00:00
|
|
|
private _index = (_modes find currentWeaponMode _unit) + 1;
|
2015-01-17 17:26:51 +00:00
|
|
|
|
|
|
|
if (_index > count _modes - 1) then {_index = 0};
|
|
|
|
|
2016-01-06 21:42:02 +00:00
|
|
|
private _muzzle = _muzzles select 0;
|
|
|
|
private _mode = _modes select _index;
|
2015-01-17 17:26:51 +00:00
|
|
|
|
|
|
|
_index = 0;
|
2016-01-06 21:42:02 +00:00
|
|
|
|
2015-01-17 17:26:51 +00:00
|
|
|
while {
|
|
|
|
_index < 100 && {currentMuzzle _unit != _muzzle || {currentWeaponMode _unit != _mode}}
|
|
|
|
} do {
|
|
|
|
_unit action ["SwitchWeapon", _unit, _unit, _index];
|
|
|
|
_index = _index + 1;
|
|
|
|
};
|
|
|
|
|
|
|
|
// play fire mode selector sound
|
|
|
|
[_unit, _weapon] call FUNC(playChangeFiremodeSound);
|