#include "script_component.hpp" /* * Author: Commy2, esteldunedain * Swap barrel callback * * Arguments: * 0: Unit initiating the action * 1: Unit that has the weapon * 2: Weapon * * Return Value: * None * * Example: * [player, currentWeapon player] call ace_overheating_fnc_swapBarrelCallback * * Public: No */ params ["_assistant", "_gunner", "_weapon"]; TRACE_3("params",_assistant,_gunner,_weapon); if (_assistant isEqualTo _gunner) then { // Barrel mount gesture [_gunner, QGVAR(GestureMountMuzzle)] call EFUNC(common,doGesture); playSound "ACE_BarrelSwap"; }; if (GVAR(unJamOnSwapBarrel) && {[_gunner] call FUNC(canUnjam)}) then { [_gunner, currentMuzzle _gunner, true] call FUNC(clearJam); }; // don't consume the barrel, but rotate through them. [localize LSTRING(SwappedBarrel), QPATHTOF(UI\spare_barrel_ca.paa)] call EFUNC(common,displayTextPicture); private _temp = _gunner getVariable [format [QGVAR(%1_temp), _weapon], 0]; private _barrelMass = ([_weapon] call FUNC(getWeaponData)) select 7; // Instruct the server to load the coolest spare barrel into the weapon and // store the removed barrel with the former weapon temperature. The server // also updates the current weapon temperature to match that of the new // loaded barrel. [QGVAR(loadCoolestSpareBarrel), [_assistant, _gunner, _weapon, _temp, _barrelMass]] call CBA_fnc_serverEvent; // Store the update time _gunner setVariable [format [QGVAR(%1_time), _weapon], CBA_missionTime];