/* * 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 */ #include "script_component.hpp" params ["_unit", "_weapon"]; TRACE_2("params",_unit,_weapon); // don't jam a weapon with no rounds left private _ammo = _unit ammo _weapon; if (_ammo == 0) exitWith {}; private _jammedWeapons = _unit getVariable [QGVAR(jammedWeapons), []]; _jammedWeapons pushBack _weapon; _unit setVariable [QGVAR(jammedWeapons), _jammedWeapons]; // Stop current burst if (_ammo > 0) then { _unit setAmmo [_weapon, 0]; // this is to re-activate the 'DefaultAction', so you can jam a weapon while full auto shootin [{ params ["_unit", "_weapon", "_ammo"]; _unit setAmmo [_weapon, _ammo]; }, [_unit, _weapon, _ammo]] call CBA_fnc_execNextFrame; }; // only display the hint once, after you try to shoot an already jammed weapon GVAR(knowAboutJam) = false; ["ace_weaponJammed", [_unit,_weapon]] call CBA_fnc_localEvent; if (_unit getVariable [QGVAR(JammingActionID), -1] == -1) then { private _condition = { [_this select 1] call CBA_fnc_canUseWeapon && {currentMuzzle (_this select 1) in ((_this select 1) getVariable [QGVAR(jammedWeapons), []])} && {!(currentMuzzle (_this select 1) in ((_this select 1) getVariable [QEGVAR(safemode,safedWeapons), []]))} }; private _statement = { playSound3D ["a3\sounds_f\weapons\Other\dry9.wss", _this select 0]; if (!(missionNamespace getVariable [QGVAR(knowAboutJam), false]) && {(_this select 1) ammo currentWeapon (_this select 1) > 0} && {GVAR(DisplayTextOnJam)}) then { [localize LSTRING(WeaponJammed)] call EFUNC(common,displayTextStructured); GVAR(knowAboutJam) = true; }; }; private _id = [_unit, "DefaultAction", _condition, _statement] call EFUNC(common,addActionEventHandler); _unit setVariable [QGVAR(JammingActionID), _id]; };