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* General - Replace toLower with toLowerANSI where applicable * whoops Co-authored-by: PabstMirror <pabstmirror@gmail.com> * Update addons/repair/functions/fnc_setHitPointDamage.sqf Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> * Update addons/repair/dev/draw_showRepairInfo.sqf Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> * Update addons/tagging/XEH_preStart.sqf Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> * Update addons/vehicle_damage/functions/fnc_handleCookoff.sqf Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> * Update addons/tagging/XEH_preStart.sqf Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> * comparment -> compartment * Update fnc_showHud.sqf * Update fnc_registerObjects.sqf * Update addons/common/functions/fnc_cbaSettings_settingChanged.sqf --------- Co-authored-by: PabstMirror <pabstmirror@gmail.com> Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
40 lines
948 B
Plaintext
40 lines
948 B
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: commy2
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* Returns gunner using specified weapon type in vehicle. Only works if all turrets have different weapons.
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*
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* Arguments:
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* 0: Vehicle <OBJECT>
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* 1: Weapon <STRING>
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*
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* Return Value:
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* Gunner <OBJECT>
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*
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* Example:
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* [car, "gun"] call ace_common_fnc_getGunner
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*
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* Public: Yes
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*/
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params [["_vehicle", objNull, [objNull]], ["_weapon", "", [""]]];
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// on foot
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if (gunner _vehicle == _vehicle && {_weapon in weapons _vehicle || {toLowerANSI _weapon in ["throw", "put"]}}) exitWith {gunner _vehicle};
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// inside vehicle
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private _gunner = objNull;
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{
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if (_weapon in (_vehicle weaponsTurret _x)) exitWith {
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_gunner = _vehicle turretUnit _x;
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};
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false
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} count allTurrets [_vehicle, true];
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// ensure that at least the pilot is returned if there is no gunner
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if (isManualFire _vehicle && {isNull _gunner}) then {
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_gunner = effectiveCommander _vehicle;
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};
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_gunner
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