ACE3/addons/common/functions/fnc_firedEH.sqf
2016-06-18 11:50:41 +02:00

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/*
* Author: esteldunedain
* Unfied handling of weapon fire
*
* Arguments:
* 0: unit - Object the event handler is assigned to <OBJECT>
* 1: weapon - Fired weapon <STRING>
* 2: muzzle - Muzzle that was used <STRING>
* 3: mode - Current mode of the fired weapon <STRING>
* 4: ammo - Ammo used <STRING>
* 5: magazine - magazine name which was used <STRING>
* 6: projectile - Object of the projectile that was shot <OBJECT>
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
BEGIN_COUNTER(firedEH);
params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile"];
TRACE_7("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile);
if (_unit isKindOf "CAManBase") then {
// The unit it on foot
if (_unit == ACE_player) then {
["ace_firedPlayer", _this] call CBA_fnc_localEvent;
} else {
if ([_unit] call EFUNC(common,isPlayer)) then {
["ace_firedPlayerNonLocal", _this] call CBA_fnc_localEvent;
} else {
["ace_firedNonPlayer", _this] call CBA_fnc_localEvent;
};
};
} else {
// The unit is a vehicle
private _vehicle = _unit;
// Get the gunner and turret path.
// Code based on FUNC(getGunner), extracted for efficency.
private _gunner = objNull;
private _turret = [];
{
if (_weapon in (_unit weaponsTurret _x)) exitWith {
_gunner = _unit turretUnit _x;
_turret = _x;
};
false
} count allTurrets [_unit, true];
// Ensure that at least the pilot is returned if there is no gunner
if (isManualFire _unit && {isNull _gunner}) then {
_gunner = effectiveCommander _unit;
};
if (_gunner == ACE_player) then {
["ace_firedPlayerVehicle", _this] call CBA_fnc_localEvent;
} else {
if ([_gunner] call EFUNC(common,isPlayer)) then {
["ace_firedPlayerVehicleNonLocal", _this] call CBA_fnc_localEvent;
} else {
["ace_firedNonPlayerVehicle", _this] call CBA_fnc_localEvent;
};
};
};
END_COUNTER(firedEH);