#include "..\script_component.hpp" /* * Author: Commy2, based on KK_fnc_playerWeaponMulfunction from KillzoneKid * Jam the weapon * * Arguments: * 0: Unit * 1: Weapon * * Return Value: * None * * Example: * [player, currentWeapon player] call ace_overheating_fnc_jamWeapon * * Public: No */ params ["_unit", "_weapon"]; TRACE_2("params",_unit,_weapon); // don't jam a weapon with no rounds left private _ammo = _unit ammo _weapon; if (_ammo < 1) exitWith {}; private _jammedWeapons = _unit getVariable [QGVAR(jammedWeapons), []]; _jammedWeapons pushBack _weapon; _unit setVariable [QGVAR(jammedWeapons), _jammedWeapons]; // Get jam types, select one from available types // Cookoffs only happen on Fire and Dud, dud rounds are lost on jam clear. // Reduce chance of duds as temp increases (functionally increasing the chance of the others but with fewer commands) private _temp = 1 max (_unit getVariable [format [QGVAR(%1_temp), _weapon], 0]); private _jamTypesAllowed = getArray (configFile >> 'CfgWeapons' >> currentWeapon _unit >> QGVAR(jamTypesAllowed)); if (_jamTypesAllowed isEqualTo []) then { _jamTypesAllowed = ["Eject", 1, "Extract", 1, "Feed", 1, "Fire", 1, "Dud", (5 / (_temp / 5))]; } else { for "_i" from count _jamTypesAllowed to 1 step -1 do { private _jamCurretType = _jamTypesAllowed select _i; if !(_jamCurretType in ["Eject", "Extract", "Feed", "Fire", "Dud"]) exitWith { // check config values and switch to default values if unusual value found ERROR_2("Weapon '%1' has unexpected value %2 in QQGVAR(jamTypesAllowed). Expected values are 'Eject', 'Extract', 'Feed', 'Fire', 'Dud'.",_weapon,_jamCurretType); _jamTypesAllowed = ["Eject", 1, "Extract", 1, "Feed", 1, "Fire", 1, "Dud", (5 / (_temp / 5))]; }; if (_jamCurretType == "Dud") then { _jamTypesAllowed insert [_i, [5 / (_temp / 5)]]; } else { _jamTypesAllowed insert [_i, [1]]; }; }; }; private _jamType = selectRandomWeighted _jamTypesAllowed; _unit setVariable [format [QGVAR(%1_jamType), _weapon], _jamType]; // Stop current burst _unit setAmmo [_weapon, 0]; // this is to re-activate the 'DefaultAction', so you can jam a weapon while full auto shooting [{ params ["_unit", "_weapon", "_ammo"]; _unit setAmmo [_weapon, _ammo]; }, [_unit, _weapon, _ammo]] call CBA_fnc_execNextFrame; if (_weapon == primaryWeapon _unit) then { playSound QGVAR(jamming_rifle); } else { if (_weapon == handgunWeapon _unit) then { playSound QGVAR(jamming_pistol); }; }; // only display the hint once, after you try to shoot an already jammed weapon GVAR(knowAboutJam) = false; ["ace_weaponJammed", [_unit, _weapon, _jamType]] call CBA_fnc_localEvent; if (_unit getVariable [QGVAR(JammingActionID), -1] == -1) then { private _condition = { private _unit = _this select 1; (weaponState _unit) params ["_currentWeapon", "_currentMuzzle"]; _unit call CBA_fnc_canUseWeapon && {_currentMuzzle in (_unit getVariable [QGVAR(jammedWeapons), []])} && {!(["ace_safemode"] call EFUNC(common,isModLoaded)) || {!([_unit, _currentWeapon, _currentMuzzle] call EFUNC(safemode,getWeaponSafety))}} }; private _statement = { params ["_zero","_one"]; playSound3D ["a3\sounds_f\weapons\Other\dry9.wss", _zero, false, eyePos _zero, 1, 1, 15]; if (!(missionNamespace getVariable [QGVAR(knowAboutJam), false]) && {_one ammo currentWeapon _one > 0} && {GVAR(DisplayTextOnJam)}) then { private _jamType = _one getVariable [format [QGVAR(%1_jamType), currentWeapon _one], "None"]; private _jamMessage = localize LSTRING(FailureToFire); switch true do { case (_jamType isEqualTo "Eject"): {_jamMessage = localize LSTRING(FailureToEject)}; case (_jamType isEqualTo "Extract"): {_jamMessage = localize LSTRING(FailureToExtract)}; case (_jamType isEqualTo "Feed"): {_jamMessage = localize LSTRING(FailureToFeed)}; }; [ [localize LSTRING(WeaponJammed)], [_jamMessage] ] call CBA_fnc_notify; GVAR(knowAboutJam) = true; }; }; private _id = [_unit, "DefaultAction", _condition, _statement] call EFUNC(common,addActionEventHandler); _unit setVariable [QGVAR(JammingActionID), _id]; };