/* * Author: GitHawk * Grabs an dummy ammo. * * Arguments: * 0: Ammo Dummy * 1: Unit * * Return Value: * None * * Example: * [dummy, player] call ace_rearm_fnc_grabAmmo * * Public: No */ #include "script_component.hpp" params ["_dummy", "_unit"]; REARM_HOLSTER_WEAPON; [_unit, "forceWalk", "ACE_rearm", true] call EFUNC(common,statusEffect_set); [_unit, "blockThrow", "ACE_rearm", true] call EFUNC(common,statusEffect_set); [ TIME_PROGRESSBAR(5), [_dummy, _unit], { params ["_args"]; _args params ["_dummy", "_unit"]; [_dummy, _unit] call FUNC(pickUpAmmo); private _actionID = _unit getVariable [QGVAR(ReleaseActionID), -1]; if (_actionID != -1) then { _unit removeAction _actionID; }; _actionID = _unit addAction [ format ["%1", localize ELSTRING(dragging,Drop)], '(_this select 0) call FUNC(dropAmmo)', nil, 20, false, true, "", '!isNull (_target getVariable [QGVAR(dummy), objNull])' ]; _unit setVariable [QGVAR(ReleaseActionID), _actionID]; }, "", localize LSTRING(GrabAction), {true}, ["isnotinside"] ] call EFUNC(common,progressBar);