#include "script_component.hpp" /* * Author: bux, commy2 * Replace the disposable launcher with the used dummy. Called from the unified fired EH. * * Arguments: * None. Parameters inherited from EFUNC(common,firedEH) * * Return Value: * None * * Example: * [fromBisFiredEH] call ace_disposable_fnc_replaceATWeapon; * * Public: No */ //IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"]; TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret); if (!local _unit || {_weapon != secondaryWeapon _unit}) exitWith {}; private _replacementTube = getText (configFile >> "CfgWeapons" >> _weapon >> "ACE_UsedTube"); if (_replacementTube == "") exitWith {}; //If no replacement defined just exit //Save array of items attached to launcher private _items = secondaryWeaponItems _unit; //Replace the orginal weapon with the 'usedTube' weapon _unit addWeapon _replacementTube; //Makes sure the used tube is still equiped _unit selectWeapon _replacementTube; //Re-add all attachments to the used tube { if (_x != "") then {_unit addSecondaryWeaponItem _x}; } count _items; // AI - Remove the ai's missle launcher tube after the missle has exploded if !([_unit] call EFUNC(common,isPlayer)) then { [{ params ["_args","_idPFH"]; _args params ["_unit", "_tube", "_projectile"]; //don't do anything until projectile is null (exploded/max range) if (isNull _projectile) then { //Remove PFEH: [_idPFH] call CBA_fnc_removePerFrameHandler; //If (tube is dropped) OR (is dead) OR (is player) just exit if (secondaryWeapon _unit != _tube || {!alive _unit} || {[_unit] call EFUNC(common,isPlayer)}) exitWith {}; //private _items = secondaryWeaponItems _unit; private _container = createVehicle ["GroundWeaponHolder", position _unit, [], 0, "CAN_COLLIDE"]; _container setPosAsl (getPosAsl _unit); _container addWeaponCargoGlobal [_tube, 1]; //This will duplicate attachements, because we will be adding a weapon that may already have attachments on it //We either need a way to add a clean weapon, or a way to add a fully configured weapon to a container: // { // if (_x != "") then {_container addItemCargoGlobal [_x, 1];}; // } forEach _items; _unit removeWeaponGlobal _tube; }; }, 1, [_unit, _replacementTube, _projectile]] call CBA_fnc_addPerFrameHandler; };