ACE3/addons/weaponselect/functions/fnc_fireSmokeLauncher.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

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* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: commy2
* Fire Vehicle Smoke Launcher.
*
* Arguments:
* 0: Vehicle <OBJECT>
*
* Return Value:
* None
*
* Example:
* [vehicle player] call ace_weaponselect_fnc_fireSmokeLauncher
*
* Public: No
*/
params ["_vehicle"];
private _turret = _vehicle call EFUNC(common,getTurretCommander);
private _weapons = _vehicle weaponsTurret _turret;
if (
count _weapons > 1
|| {count _weapons > 0 && {!(_weapons select 0 in ["SmokeLauncher", "BWA3_SmokeLauncher"])}} // @todo somebody might use custom smoke launcher weapons aswell, maybe ...
) then {
//This doesn't work reliably for vehilces with additional weapons for the commander. Select smoke launcher instead.
// avoid infinite loop
if !("SmokeLauncher" in _weapons) exitWith {};
private _index = 0;
while {
_vehicle currentWeaponTurret _turret != "SmokeLauncher"
} do {
[commander _vehicle, _vehicle, _index] call FUNC(selectWeaponVehicle);
_index = _index + 1;
};
} else {
// fire away!
private _logic = createGroup sideLogic createUnit ["Logic", [0,0,0], [], 0, "NONE"];
_logic action ["useWeapon", _vehicle, commander _vehicle, 0];
deleteVehicle _logic;
};