#include "..\script_component.hpp" /* * Author: mharis001, Dystopian * Switches weapon attachment. * * Arguments: * 0: Target * 1: Player (not used) * 2: Action params * * Return Value: * None * * Example: * [player, player, [currentWeapon player, "acc_flashlight", ""]] call ace_interaction_fnc_switchWeaponAttachment * * Public: No */ params ["_unit", "", "_actionParams"]; _actionParams params ["_weapon", "_newAttachment", "_oldAttachment"]; TRACE_3("Switching attachment",_weapon,_newAttachment,_oldAttachment); [_unit, "Gear"] call EFUNC(common,doGesture); private _addNew = _newAttachment isNotEqualTo ""; private _removeOld = _oldAttachment isNotEqualTo ""; if (_addNew) then { _unit removeItem _newAttachment; }; if (_removeOld && {!([_unit, _oldAttachment] call CBA_fnc_canAddItem)}) exitWith { LOG("no space"); [LELSTRING(common,Inventory_Full)] call EFUNC(common,displayTextStructured); if (_addNew) then { _unit addItem _newAttachment; }; }; if (_removeOld) then { [{ params ["_unit", "_weapon", "_oldAttachment"]; switch (_weapon) do { case (primaryWeapon _unit): {_unit removePrimaryWeaponItem _oldAttachment;}; case (handgunWeapon _unit): {_unit removeHandgunItem _oldAttachment;}; default {_unit removeSecondaryWeaponItem _oldAttachment;}; }; _unit addItem _oldAttachment; }, [_unit, _weapon, _oldAttachment], 0.3] call CBA_fnc_waitAndExecute; }; if (!_addNew) exitWith {}; [{ params ["_unit", "_weapon", "_newAttachment"]; _unit addWeaponItem [_weapon, _newAttachment]; [[getText (configFile >> "CfgWeapons" >> _newAttachment >> "picture"), 4], true] call CBA_fnc_notify; }, [_unit, _weapon, _newAttachment], 1] call CBA_fnc_waitAndExecute;