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67 lines
2.0 KiB
Plaintext
67 lines
2.0 KiB
Plaintext
/*
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* Author: Commy2, based on KK_fnc_playerWeaponMulfunction from KillzoneKid
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* Jam the weapon
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*
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* Argument:
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* 0: Unit <OBJECT>
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* 1: Weapon <STRING>
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*
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* Return value:
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* None
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*
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* Example:
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* [player, currentWeapon player] call ace_overheating_fnc_jamWeapon
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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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params ["_unit", "_weapon"];
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TRACE_2("params",_unit,_weapon);
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// don't jam a weapon with no rounds left
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private _ammo = _unit ammo _weapon;
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if (_ammo == 0) exitWith {};
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private _jammedWeapons = _unit getVariable [QGVAR(jammedWeapons), []];
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_jammedWeapons pushBack _weapon;
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_unit setVariable [QGVAR(jammedWeapons), _jammedWeapons];
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// Stop current burst
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if (_ammo > 0) then {
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_unit setAmmo [_weapon, 0];
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// this is to re-activate the 'DefaultAction', so you can jam a weapon while full auto shootin
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[{
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params ["_unit", "_weapon", "_ammo"];
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_unit setAmmo [_weapon, _ammo];
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}, [_unit, _weapon, _ammo]] call EFUNC(common,execNextFrame);
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};
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// only display the hint once, after you try to shoot an already jammed weapon
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GVAR(knowAboutJam) = false;
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if (_unit getVariable [QGVAR(JammingActionID), -1] == -1) then {
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private _condition = {
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[_this select 1] call EFUNC(common,canUseWeapon)
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&& {currentMuzzle (_this select 1) in ((_this select 1) getVariable [QGVAR(jammedWeapons), []])}
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&& {!(currentMuzzle (_this select 1) in ((_this select 1) getVariable [QEGVAR(safemode,safedWeapons), []]))}
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};
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private _statement = {
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playSound3D ["a3\sounds_f\weapons\Other\dry9.wss", _this select 0];
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if (!(missionNamespace getVariable [QGVAR(knowAboutJam), false]) && {(_this select 1) ammo currentWeapon (_this select 1) > 0} && {GVAR(DisplayTextOnJam)}) then {
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[localize LSTRING(WeaponJammed)] call EFUNC(common,displayTextStructured);
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GVAR(knowAboutJam) = true;
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};
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};
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private _id = [_unit, "DefaultAction", _condition, _statement] call EFUNC(common,addActionEventHandler);
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_unit setVariable [QGVAR(JammingActionID), _id];
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};
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