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* advanced_ballistics * advanced_fatigue * advanced_throwing * ai * aircraft * arsenal * atragmx * attach * backpacks * ballistics * captives * cargo * chemlights * common * concertina_wire * cookoff * dagr * disarming * disposable * dogtags * dragging * explosives * fastroping * fcs * finger * frag * gestures * gforces * goggles * grenades * gunbag * hearing * hitreactions * huntir * interact_menu * interaction * inventory * kestrel4500 * laser * laserpointer * logistics_uavbattery * logistics_wirecutter * magazinerepack * map * map_gestures * maptools * markers * medical * medical_ai * medical_blood * medical_menu * microdagr * minedetector * missileguidance * missionmodules * mk6mortar * modules * movement * nametags * nightvision * nlaw * optics * optionsmenu * overheating * overpressure * parachute * pylons * quickmount * rangecard * rearm * recoil * refuel * reload * reloadlaunchers * repair * respawn * safemode * sandbag * scopes * slideshow * spectator * spottingscope * switchunits * tacticalladder * tagging * trenches * tripod * ui * vector * vehiclelock * vehicles * viewdistance * weaponselect * weather * winddeflection * yardage450 * zeus * arsenal defines.hpp * optionals * DEBUG_MODE_FULL 1 * DEBUG_MODE_FULL 2 * Manual fixes * Add SQF Validator check for #include after block comment * explosives fnc_openTimerUI * fix uniqueItems
62 lines
1.6 KiB
Plaintext
62 lines
1.6 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Ir0n1E
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* Get weapon out of gunbag.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Target <OBJECT>
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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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* [player, target] call ace_gunbag_fnc_offGunbagCallback
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*
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* Public: No
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*/
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params ["_unit", "_target"];
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private _gunbag = backpackContainer _target;
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private _state = _gunbag getVariable [QGVAR(gunbagWeapon), []];
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if (_state isEqualTo []) exitWith {
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[localize LSTRING(empty)] call EFUNC(common,displayTextStructured);
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};
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_state params ["_weapon", "_items", "_magazines"];
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_unit addWeapon _weapon;
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// Game will auto add magazines from player's inventory, put these back in player inventory as they will be overwritten
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([_unit, _weapon] call EFUNC(common,getWeaponState)) params ["", "", "_addedMags", "_addedAmmo"];
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{
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if (((_x select 0) != "") && {(_addedMags select _forEachIndex) != ""}) then {
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TRACE_2("Re-adding mag",_x,_addedMags select _forEachIndex);
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_unit addMagazine [_addedMags select _forEachIndex, _addedAmmo select _forEachIndex];
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};
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} forEach _magazines;
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removeAllPrimaryWeaponItems _unit;
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{
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_unit addWeaponItem [_weapon, _x];
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} forEach (_items + _magazines);
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_unit selectWeapon _weapon;
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_magazines = _magazines apply {_x select 0};
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private _mass = [_weapon, _items, _magazines] call FUNC(calculateMass);
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// remove virtual load
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[_target, _gunbag, -_mass] call EFUNC(movement,addLoadToUnitContainer);
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_gunbag setVariable [QGVAR(gunbagWeapon), [], true];
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// play sound
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if (["ace_backpacks"] call EFUNC(common,isModLoaded)) then {
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[_target, _gunbag] call EFUNC(backpacks,backpackOpened);
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};
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