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67 lines
2.6 KiB
Plaintext
67 lines
2.6 KiB
Plaintext
/*
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* Author: bux, commy2
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* Replace the disposable launcher with the used dummy. Called from the unified fired EH.
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*
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* Arguments:
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* None. Parameters inherited from EFUNC(common,firedEH)
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* [fromBisFiredEH] call ace_disposable_fnc_replaceATWeapon;
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*
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* Public: No
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*/
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#include "script_component.hpp"
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//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
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TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret);
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if (!local _unit || {_weapon != secondaryWeapon _unit}) exitWith {};
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private _replacementTube = getText (configFile >> "CfgWeapons" >> _weapon >> "ACE_UsedTube");
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if (_replacementTube == "") exitWith {}; //If no replacement defined just exit
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//Save array of items attached to launcher
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private _items = secondaryWeaponItems _unit;
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//Replace the orginal weapon with the 'usedTube' weapon
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_unit addWeapon _replacementTube;
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//Makes sure the used tube is still equiped
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_unit selectWeapon _replacementTube;
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//Re-add all attachments to the used tube
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{
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if (_x != "") then {_unit addSecondaryWeaponItem _x};
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} count _items;
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// AI - Remove the ai's missle launcher tube after the missle has exploded
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if !([_unit] call EFUNC(common,isPlayer)) then {
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[{
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params ["_args","_idPFH"];
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_args params ["_unit", "_tube", "_projectile"];
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//don't do anything until projectile is null (exploded/max range)
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if (isNull _projectile) then {
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//Remove PFEH:
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[_idPFH] call CBA_fnc_removePerFrameHandler;
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//If (tube is dropped) OR (is dead) OR (is player) just exit
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if (secondaryWeapon _unit != _tube || {!alive _unit} || {[_unit] call EFUNC(common,isPlayer)}) exitWith {};
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//private _items = secondaryWeaponItems _unit;
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private _container = createVehicle ["GroundWeaponHolder", position _unit, [], 0, "CAN_COLLIDE"];
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_container setPosAsl (getPosAsl _unit);
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_container addWeaponCargoGlobal [_tube, 1];
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//This will duplicate attachements, because we will be adding a weapon that may already have attachments on it
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//We either need a way to add a clean weapon, or a way to add a fully configured weapon to a container:
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// {
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// if (_x != "") then {_container addItemCargoGlobal [_x, 1];};
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// } forEach _items;
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_unit removeWeaponGlobal _tube;
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};
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}, 1, [_unit, _replacementTube, _projectile]] call CBA_fnc_addPerFrameHandler;
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};
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