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