ACE3/addons/gunbag/functions/fnc_toGunbag.sqf

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/*
* Author: Ir0n1E
* put weapon into gunbag
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Target <OBJECT>
*
* Return Value:
* Nothing
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_target"];
private ["_weapon", "_magazine", "_magazine_gl", "_items", "_gunbag", "_state", "_mass"];
_gunbag = backpackContainer _target;
_state = [_unit, primaryWeapon _unit] call EFUNC(common,getWeaponState);
/*
* example returnvalue _state
* [["","","optic_Aco",""],["arifle_MX_GL_ACO_F","GL_3GL_F"],["30Rnd_65x39_caseless_mag","1Rnd_HE_Grenade_shell"],[30,1]]
*/
_weapon = (_state select 1) select 0;
_magazine = [(_state select 2) select 0, (_state select 3) select 0];
_magazine_gl = [(_state select 2) select 1, (_state select 3) select 1];
_items = _state select 0;
if ((_magazine_gl select 0) != "") then {
_unit addMagazine _magazine_gl;
};
if ((_magazine select 0) != "") then {
_unit addMagazine _magazine;
};
_unit removeWeapon _weapon;
// add virtual load
[_target, backpackContainer _target, [_weapon, _items] call FUNC(calculateMass)] call EFUNC(movement,addLoadToUnitContainer);
_gunbag setVariable [QGVAR(GunbagWeapon), [[_weapon], _items], true];
// play sound
if(["ACE_Backpacks"] call EFUNC(common,isModLoaded)) then {
[_unit, _target, backpackContainer _target] call EFUNC(backpacks,backpackOpened);
};