ACE3/addons/overheating/functions/fnc_swapBarrelAssistant.sqf
jonpas e11e102a76 Underwater actions support (#4984)
* 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
2017-08-22 13:30:56 -05:00

34 lines
991 B
Plaintext

/*
* Author: esteldunedain, Commy2
* Make a unit start swapping the barrel of another unit
*
* Arguments:
* 0: Unit initiating the action <OBJECT>
* 1: Unit that has the weapon <OBJECT>
* 2: Weapon <STRING>
*
* Return Value:
* None
*
* Example:
* [player, cursorTarget, currentWeapon cursorTarget] call ace_overheating_fnc_swapBarrelAssistant
*
* Public: No
*/
#include "script_component.hpp"
params ["_assistant", "_gunner", "_weapon"];
TRACE_3("params",_assistant,_gunner,_weapon);
// Make the standing player kneel down
if (stance _assistant != "PRONE") then {
[_assistant, "amovpknlmstpsraswrfldnon", 1] call EFUNC(common,doAnimation);
};
// Barrel dismount gesture
playSound "ACE_BarrelSwap";
[3, [_assistant, _gunner, _weapon], {}, {}, localize LSTRING(SwappingBarrel), nil, ["isNotInside", "isNotSitting", "isNotSwimming"]] call EFUNC(common,progressBar);
[QGVAR(initiateSwapBarrelAssisted), [_assistant, _gunner, _weapon], _gunner] call CBA_fnc_targetEvent;