/* * Author: KoffeinFlummi, edited by commy2 and CAA-Picard * * Rests the player's weapon if possible. * * Arguments: * None * * Return Values: * None * */ #include "script_component.hpp" EXPLODE_3_PVT(_this,_unit,_vehicle,_weapon); if (_weapon != primaryWeapon _unit) exitWith {}; if (_unit getVariable ["ACE_weaponRested", false]) exitWith {_this call FUNC(unRestWeapon)}; // exit if this is not an available animation if (!isClass (configFile >> "CfgMovesMaleSdr" >> "States" >> format ["%1_ace_deploy", animationState _unit])) exitWith {}; // CHECK FOR APPROPRIATE SURFACE private "_intersects"; _intersects = _this call FUNC(getIntersection); if (true in _intersects) then { _unit setVariable ["ACE_weaponRested", true]; if (_unit == ACE_PLAYER) then { [QGVAR(bipodDeployed), true, QUOTE(PATHTOF(data\icons\icon_bipod.paa)), [1,1,1,1], -1] call EFUNC(common,displayIcon); }; private "_restedPosition"; _restedPosition = getPosASL _unit; // REST THE WEAPON addCamShake CAMSHAKE; playSound QGVAR(rest); if ([_weapon] call FUNC(hasBipod) && {_intersects select 3}) then { _unit setVariable ["ACE_bipodDeployed", true]; _unit setUnitRecoilCoefficient (BIPODRECOIL * unitRecoilCoefficient _unit); //[_unit, format ["%1_ace_deploy", animationState _unit], 2] call EFUNC(common,doAnimation); _unit switchMove format ["%1_ace_deploy", animationState _unit]; private "_picture"; _picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture"); [localize "STR_ACE_Resting_BipodDeployed", _picture] call EFUNC(common,displayTextPicture); } else { _unit setVariable ["ACE_bipodDeployed", false]; _unit setUnitRecoilCoefficient (RESTEDRECOIL * unitRecoilCoefficient _unit); //[_unit, format ["%1_ace_rested", animationState _unit], 2] call EFUNC(common,doAnimation); _unit switchMove format ["%1_ace_rested", animationState _unit]; private "_picture"; _picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture"); [localize "STR_ACE_Resting_WeaponRested", _picture] call EFUNC(common,displayTextPicture); }; // Launch a PFH to check for player moving away, changing weapon, etc [FUNC(pfhCheckRest), 0.2, [_unit, _vehicle, _weapon, _restedPosition] ] call CBA_fnc_addPerFrameHandler; };