#include "script_component.hpp" /* * Author: commy2 * Makes the unit throw their currently selected weapon. * * Arguments: * 0: unit * * Return Value: * Weapon Holder * * Example: * player call ACE_hitreactions_fnc_throwWeapon * * Public: No */ #define THROW_VELOCITY 1.5 #define THROW_TORQUE 0.2 params ["_unit"]; private _weapon = currentWeapon _unit; if (_weapon isEqualTo "") exitWith {objNull}; private _data = weaponsItems _unit select {_x select 0 == _weapon} select 0; private _holder = createVehicle ["WeaponHolderSimulated", [0,0,0], [], 0, "CAN_COLLIDE"]; _holder addWeaponWithAttachmentsCargoGlobal [_data, 1]; private _vDir = _unit weaponDirection _weapon; private _vLat = vectorNormalized (_vDir vectorCrossProduct [0,0,1]); private _vUp = _vLat vectorCrossProduct _vDir; private _position = _unit modelToWorldWorld (_unit selectionPosition "RightHand") vectorAdd (_vLat vectorMultiply 0.59); private _velocity = vectorNormalized (_vDir vectorAdd (_vUp vectorMultiply 2)) vectorMultiply THROW_VELOCITY vectorAdd velocity _unit; _unit removeWeapon _weapon; _holder setPosWorld _position; _holder setVectorDirAndUp [_vUp, _vLat]; _holder setVelocity _velocity; _holder addTorque (call CBA_fnc_randomVector3D vectorMultiply THROW_TORQUE); _holder // return