ACE3/addons/overheating/functions/fnc_clearJam.sqf
2015-02-08 19:54:12 -03:00

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/*
* Author: Commy2
* Make the unit clear the jam from a weapon
*
* Arguments:
* 0: Player <OBJECT>
* 1: Weapon <STRING>
* 2: Skip anim? <BOOL>
*
* Return Value:
* None
*
* Public: No
*/
#include "\z\ace\addons\overheating\script_component.hpp"
EXPLODE_3_PVT(_this,_unit,_weapon,_skipAnim);
private ["_jammedWeapons"];
_jammedWeapons = _unit getVariable [QGVAR(jammedWeapons), []];
if (_weapon in _jammedWeapons) then {
_jammedWeapons = _jammedWeapons - [_weapon];
_unit setVariable [QGVAR(jammedWeapons), _jammedWeapons];
if (count _jammedWeapons == 0) then {
private "_id";
_id = _unit getVariable [QGVAR(JammingActionID), -1];
[_unit, "DefaultAction", _id] call EFUNC(common,removeActionEventHandler);
_unit setVariable [QGVAR(JammingActionID), -1];
};
if !(_skipAnim) then {
private "_clearJamAction";
_clearJamAction = getText (configFile >> "CfgWeapons" >> _weapon >> "ACE_clearJamAction");
if (_clearJamAction == "") then {
_clearJamAction = getText (configFile >> "CfgWeapons" >> _weapon >> "reloadAction");
};
_unit playActionNow _clearJamAction;
};
if (_weapon == primaryWeapon _unit) then {
playSound QGVAR(fixing_rifle);
} else {
if (_weapon == secondaryWeapon _unit) then {
playSound QGVAR(fixing_pistol);
};
};
[localize "STR_ACE_Overheating_WeaponUnjammed"] call EFUNC(common,displayTextStructured);
};