/* * Author: commy2 * * Replace the disposable launcher with the used dummy. * * Argument: * Input from "Fired" eventhandler * * Return value: * Nothing */ #include "script_component.hpp" private ["_unit", "_tube", "_projectile"]; _unit = _this select 0; _tube = getText (configFile >> "CfgWeapons" >> (_this select 1) >> "ACE_UsedTube"); _projectile = _this select 6; if (!local _unit) exitWith {}; if (_tube == "") exitWith {}; private "_items"; _items = secondaryWeaponItems _unit; _unit addWeapon _tube; _unit selectWeapon _tube; { if (_x != "") then {_unit addSecondaryWeaponItem _x}; } forEach _items; // AI if !([_unit] call EFUNC(common,isPlayer)) then { //waits until _projectile is null, so random 0-2 tickTime seconds after that [FUNC(aiDropWeaponCallback), 2, [_unit, _tube, _projectile]] call CBA_fnc_addPerFrameHandler; };