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https://github.com/acemod/ACE3.git
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e11e102a76
* Enable majority of actions underwater * Remove log * Add logistics_wirecutter support (don't play kneel animations underwater - looks silly) * Don't perform kneel animations when repairing or medicaling underwater * Fix interaction menu rendering underwater (was moving based on player eye level due to height max used for large vehicles) * Fix attach underwater (LIW does not work underwater, LIS does), Add attach scan drawing define * Remove left-over systemChat * Remove vehiclelock from Plane, Disallow linking belt underwater, Allow checking ammo when sitting via action (was already possible via keybind), Use param for LIS
34 lines
991 B
Plaintext
34 lines
991 B
Plaintext
/*
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* Author: esteldunedain, Commy2
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* Make a unit start swapping the barrel of another unit
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*
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* Arguments:
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* 0: Unit initiating the action <OBJECT>
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* 1: Unit that has the weapon <OBJECT>
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* 2: Weapon <STRING>
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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, cursorTarget, currentWeapon cursorTarget] call ace_overheating_fnc_swapBarrelAssistant
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_assistant", "_gunner", "_weapon"];
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TRACE_3("params",_assistant,_gunner,_weapon);
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// Make the standing player kneel down
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if (stance _assistant != "PRONE") then {
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[_assistant, "amovpknlmstpsraswrfldnon", 1] call EFUNC(common,doAnimation);
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};
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// Barrel dismount gesture
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playSound "ACE_BarrelSwap";
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[3, [_assistant, _gunner, _weapon], {}, {}, localize LSTRING(SwappingBarrel), nil, ["isNotInside", "isNotSitting", "isNotSwimming"]] call EFUNC(common,progressBar);
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[QGVAR(initiateSwapBarrelAssisted), [_assistant, _gunner, _weapon], _gunner] call CBA_fnc_targetEvent;
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