ACE3/addons/overheating/functions/fnc_canSwapBarrel.sqf
Phyma ffaa195fe5 Conform function headers to coding guidelines (#5255)
* Fixed headers to work with silentspike python script

* Fixed rest of the files

* Fixed ace-team
2017-06-08 15:31:51 +02:00

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/*
* Author: Grey-Soldierman
* Return true if player can swap barrel
*
* Arguments:
* 0: Player <OBJECT>
* 1: Weapon <STRING>
*
* Return Value:
* Bool <BOOL>
*
* Example:
* [bob, "weapon"] call ace_overheating_fnc_canSwapBarrel
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit","_weapon"];
//Check if weapon can have its barrel swapped. If not exit out of function
if( !GVAR(enabled) && (getNumber (configFile >> 'CfgWeapons' >> _weapon >> QGVAR(allowSwapBarrel))) != 1) exitWith{false};
//Get the classname of the spare barrel for the weapon
private _weaponBarrelClass = getText (configFile >> 'CfgWeapons' >> _weapon >> QGVAR(barrelClassname));
//If the weapon has no defined classname then use the ACE one
if(_weaponBarrelClass == "") then {
_weaponBarrelClass = "ACE_SpareBarrel";
};
//If the player has the spare barrel then it can be swapped
(_weaponBarrelClass in magazines _unit)