ACE3/addons/common/functions/fnc_unloadUnitWeapon.sqf
Drofseh 86f08af250
Common - Add keybind and function to unload unit's weapon/muzzle (#8735)
* add keybind and function to unload unit's weapon/muzzle

- add keybind and function to unload unit's weapon/muzzle
- requires https://github.com/CBATeam/CBA_A3/pull/1527

* change function name

* rename the file too

* Create common-framework.md

* Set REQUIRED_CBA_VERSION to 3.15.7

* Update required CBA version

Co-authored-by: PabstMirror <pabstmirror@gmail.com>

* Apply suggestions from code review

Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2022-05-18 13:07:47 -05:00

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#include "script_component.hpp"
/*
* Author: drofseh & Commy2
* Unload the magazine from the unit's weapon and attempt to put it in a sensible place.
*
* Arguments:
* 0: Player <OBJECT>
* 1: Weapon <STRING>
* 2: Muzzle (optional, default: Weapon)<STRING>
* 3: Ammo count (optional, default: ammo currentMuzzle Player) <NUMBER>
* 4: Skip animation? (optional, default: false) <BOOL>
*
* Return Value:
* None
*
* Example:
* [ACE_player, currentWeapon ACE_player, currentMuzzle ACE_player, 23, false] call ace_common_fnc_unloadUnitWeapon
*
* Public: No
*/
params ["_unit", "_weapon", ["_muzzle", _weapon], ["_ammoCount", _unit ammo _muzzle ], ["_skipAnim", false]];
TRACE_5("params",_unit,_weapon,_muzzle,_ammoCount,_skipAnim);
// audiovisual effects
private _delay = 0;
if !(_skipAnim) then {
_delay = 1.5;
private _config = configFile >> "CfgWeapons" >> _weapon;
if (_weapon != _muzzle) then {
_config = _config >> _muzzle;
};
// get and play animation
private _unloadAction = getText (_config >> "ACE_unloadAction");
if (_unloadAction == "") then {
_unloadAction = getText (_config >> "reloadAction");
};
[_unit, _unloadAction, 1] call FUNC(doGesture);
// get and play sound
private _unloadSound = getText (_config >> "ACE_unloadSound");
if (_unloadSound == "") then {
_unloadSound = "A3\Sounds_F\arsenal\weapons\Rifles\Katiba\reload_Katiba.wss";
private _unloadSoundArray = getArray (_config >> "reloadMagazineSound");
// file extention is required for playSound3D
if (_unloadSoundArray isNotEqualTo []) then {
private _wssTest = format ["%1.wss", _unloadSoundArray select 0];
if (fileExists _wssTest) then {
_unloadSound = _wssTest;
} else {
private _wavTest = format ["%1.wav", _unloadSoundArray select 0];
if (fileExists _wavTest) then {
_unloadSound = _wavTest;
};
};
};
};
playSound3D [_unloadSound, _unit];
};
// remove magazine from weapon and add it to inventory
[{
params ["_unit", "_weapon", "_ammoCount"];
// remove weapon item
private _magazineClass = currentMagazine _unit;
switch true do {
case (_weapon == primaryWeapon _unit): {
_unit removePrimaryWeaponItem _magazineClass;
};
case (_weapon == handgunWeapon _unit): {
_unit removeHandgunItem _magazineClass;
};
case (_weapon == secondaryWeapon _unit): {
_unit removeSecondaryWeaponItem _magazineClass;
};
};
[_unit, _magazineClass, _ammoCount, true] call CBA_fnc_addMagazine;
}, [_unit, _weapon, _ammoCount], _delay] call CBA_fnc_waitAndExecute;