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@ -540,21 +540,30 @@ GVAR(deviceKeyCurrentIndex) = -1;
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[0xC7, [true, false, false]], false] call CBA_fnc_addKeybind; //SHIFT + Home Key
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["ACE3 Weapons", QGVAR(unloadWeapon), LLSTRING(unloadWeapon), {
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// Conditions:
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if !([ACE_player, objNull, ["isNotInside"]] call FUNC(canInteractWith)) exitWith {false};
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["ACE3 Weapons", QGVAR(unloadWeapon), LSTRING(unloadWeapon), {
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private _unit = ACE_player;
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private _currentWeapon = currentWeapon ACE_player;
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if !(_currentWeapon != primaryWeapon _unit && {_currentWeapon != handgunWeapon _unit} && {_currentWeapon != secondaryWeapon _unit}) exitWith {false};
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// Conditions
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if !([_unit, objNull, ["isNotInside"]] call FUNC(canInteractWith)) exitWith {false};
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private _currentMuzzle = currentMuzzle ACE_player;
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private _currentAmmoCount = ACE_player ammo _currentMuzzle;
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if (_currentAmmoCount < 1) exitWith {false};
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if !(_unit call CBA_fnc_canUseWeapon) exitWith {false};
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(weaponState _unit) params ["_weapon", "_muzzle", "", "_magazine", "_ammo"];
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// Check if there is any ammo
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if (_ammo < 1) exitWith {false};
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// Check if the unit has a weapon
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if (_weapon == "") exitWith {false};
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// Check if the unit has a weapon selected
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if !(_weapon in [primaryWeapon _unit, handgunWeapon _unit, secondaryWeapon _unit]) exitWith {false};
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// Statement
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[_unit, _weapon, _muzzle, _magazine, _ammo, false] call FUNC(unloadUnitWeapon);
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// Statement:
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[ACE_player, _currentWeapon, _currentMuzzle, _currentAmmoCount, false] call FUNC(unloadUnitWeapon);
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true
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}, {false}, [19, [false, false, true]], false] call CBA_fnc_addKeybind; //ALT + R Key
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}, {false}, [19, [false, false, true]], false] call CBA_fnc_addKeybind; // Alt + R
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["CBA_loadoutSet", {
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params ["_unit", "_loadout"];
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@ -1,37 +1,61 @@
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#include "script_component.hpp"
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/*
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* Author: drofseh & Commy2
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* Author: drofseh, commy2, johnb43
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* Unload the magazine from the unit's weapon and attempt to put it in a sensible place.
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*
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* Arguments:
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* 0: Player <OBJECT>
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* 0: Unit <OBJECT>
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* 1: Weapon <STRING>
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* 2: Muzzle (optional, default: Weapon)<STRING>
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* 3: Ammo count (optional, default: ammo currentMuzzle Player) <NUMBER>
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* 4: Skip animation? (optional, default: false) <BOOL>
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* 2: Muzzle (default: Weapon) <STRING>
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* 3: Magazine (default: magazine in Weapon) <STRING>
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* 4: Ammo count (default: Unit ammo Muzzle) <NUMBER>
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* 5: Skip animation? (default: false) <BOOL>
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*
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* Return Value:
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* None
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*
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* Example:
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* [ACE_player, currentWeapon ACE_player, currentMuzzle ACE_player, 23, false] call ace_common_fnc_unloadUnitWeapon
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* [ACE_player, currentWeapon ACE_player, currentMuzzle ACE_player, currentMagazine ACE_player, 23, false] call ace_common_fnc_unloadUnitWeapon
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*
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* Public: No
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*/
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params ["_unit", "_weapon", ["_muzzle", _weapon], ["_ammoCount", _unit ammo _muzzle ], ["_skipAnim", false]];
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TRACE_5("params",_unit,_weapon,_muzzle,_ammoCount,_skipAnim);
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params ["_unit", "_weapon", "_muzzle", "_magazine", "_ammoCount", ["_skipAnim", false]];
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TRACE_6("params",_unit,_weapon,_muzzle,_magazine,_ammoCount,_skipAnim);
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// audiovisual effects
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if (_unit getVariable [QGVAR(isUnloadingWeapon), false]) exitWith {};
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// Only allow 1 weapon to be unloaded at a time (because of animation length)
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_unit setVariable [QGVAR(isUnloadingWeapon), true];
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if (isNil "_muzzle") then {
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_muzzle = _weapon;
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};
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if (isNil "_magazine") then {
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private _weaponState = _unit weaponState _muzzle;
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_magazine = _weaponState select 3;
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_ammoCount = _weaponState select 4;
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};
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if (isNil "_ammoCount") then {
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_ammoCount = _unit ammo _muzzle;
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};
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// Audiovisual effects
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private _delay = 0;
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if !(_skipAnim) then {
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if (!_skipAnim) then {
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_delay = 1.5;
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private _config = configFile >> "CfgWeapons" >> _weapon;
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if (_weapon != _muzzle) then {
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_config = _config >> _muzzle;
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};
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// get and play animation
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// Get and play animation
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private _unloadAction = getText (_config >> "ACE_unloadAction");
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if (_unloadAction == "") then {
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@ -40,22 +64,31 @@ if !(_skipAnim) then {
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[_unit, _unloadAction, 1] call FUNC(doGesture);
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// get and play sound
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// Get and play sound
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private _unloadSound = getText (_config >> "ACE_unloadSound");
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if (_unloadSound == "") then {
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_unloadSound = "A3\Sounds_F\arsenal\weapons\Rifles\Katiba\reload_Katiba.wss";
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private _unloadSoundArray = getArray (_config >> "reloadMagazineSound");
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// file extention is required for playSound3D
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// File extention is required for playSound3D
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if (_unloadSoundArray isNotEqualTo []) then {
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private _wssTest = format ["%1.wss", _unloadSoundArray select 0];
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if (fileExists _wssTest) then {
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_unloadSound = _wssTest;
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} else {
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private _wavTest = format ["%1.wav", _unloadSoundArray select 0];
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if (fileExists _wavTest) then {
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_unloadSound = _wavTest;
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} else {
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private _oggTest = format ["%1.ogg", _unloadSoundArray select 0];
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if (fileExists _oggTest) then {
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_unloadSound = _oggTest;
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};
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};
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};
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};
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@ -64,24 +97,32 @@ if !(_skipAnim) then {
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playSound3D [_unloadSound, _unit];
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};
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// remove magazine from weapon and add it to inventory
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// Remove magazine from weapon and add it to inventory
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[{
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params ["_unit", "_weapon", "_ammoCount"];
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params ["_unit", "_weapon", "_muzzle", "_magazine", "_ammoCount"];
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// remove weapon item
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private _magazineClass = currentMagazine _unit;
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_unit setVariable [QGVAR(isUnloadingWeapon), nil];
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switch true do {
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case (_weapon == primaryWeapon _unit): {
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_unit removePrimaryWeaponItem _magazineClass;
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private _returnMagazine = true;
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// Check if it's possible to remove given item from weapon; If possible, remove weapon item
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switch (true) do {
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case (_weapon == primaryWeapon _unit && {_weapon canAdd [_magazine, _muzzle]}): {
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_unit removePrimaryWeaponItem _magazine;
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};
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case (_weapon == handgunWeapon _unit): {
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_unit removeHandgunItem _magazineClass;
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case (_weapon == handgunWeapon _unit && {_weapon canAdd [_magazine, _muzzle]}): {
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_unit removeHandgunItem _magazine;
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};
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case (_weapon == secondaryWeapon _unit): {
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_unit removeSecondaryWeaponItem _magazineClass;
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case (_weapon == secondaryWeapon _unit && {_weapon canAdd [_magazine, _muzzle]}): {
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_unit removeSecondaryWeaponItem _magazine;
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};
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default {
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_returnMagazine = false;
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};
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};
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[_unit, _magazineClass, _ammoCount, true] call CBA_fnc_addMagazine;
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}, [_unit, _weapon, _ammoCount], _delay] call CBA_fnc_waitAndExecute;
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// Avoid duplicating magazines (e.g. by switching weapons mid unload)
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if (!_returnMagazine) exitWith {};
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[_unit, _magazine, _ammoCount, true] call CBA_fnc_addMagazine;
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}, [_unit, _weapon, _muzzle, _magazine, _ammoCount], _delay] call CBA_fnc_waitAndExecute;
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