ACE3/addons/mk6mortar/functions/fnc_unloadMagazine.sqf
VKing 3e6fc52733 First working iteration.
Todo:
Implement in module (Choose new or old/don't break old missions)
Magazine UI+model
Add preparing delay
Fix function readmes
Cleanup in functions?
Credits
MP Testing
2015-12-16 20:22:18 +01:00

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/*
* Author: Grey
*
* Unload current magazine from static weapon
*
* Arguments:
* 0: static <OBJECT>
* 1: unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* [_target, _player] call lsr_staticweapons_unloadMagazine
*
* Public: Yes
*/
#include "script_component.hpp"
params ["_unit","_static"];
private ["_weapon","_currentMagazine","_currentMagazineClass","_ammoCount"];
//Get weapon & magazine information about static weapon
_weapon = (_static weaponsTurret [0]) select 0;
_currentMagazine = (magazinesAllTurrets _static) select 1;
_currentMagazineClass = _currentMagazine select 0;
_ammoCount = _currentMagazine select 2;
//If current magazine is empty then remove it otherwise remove it and add it to the players inventory
if (_ammoCount == 0) then {
[QGVAR(removeMagazine), [_static, _currentMagazineClass]] call EFUNC(common,globalEvent);
}else {
_pos = _unit modelToWorldVisual [0,1,0];
_unit = createVehicle ["WeaponHolder_Single_F",_pos,[],0,"NONE"];
_unit addMagazineAmmoCargo [_currentMagazineClass, 1, _ammoCount];
_unit setPosATL _pos;
[QGVAR(removeMagazine), [_static, _currentMagazineClass]] call EFUNC(common,globalEvent);
};