ACE3/addons/dragon/functions/fnc_sightDetach.sqf
jonpas 742626ff1a
General - Relative script_component.hpp includes (#9378)
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-09-12 20:58:10 +02:00

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#include "..\script_component.hpp"
/*
* Author: tcvm
* Attaches the sighting unit to the Dragon missile.
*
* Arguments:
* 0: Target <OBJECT>
* 1: Unit Performing Action <OBJECT>
* 2: Is event (function recursives globaly to set weapon where turret is local) <BOOL> (default: false)
*
* Return Value:
* Can Attach Sighting Unit <BOOL>
*
* Example:
* [cursorObject, player] call ace_dragon_fnc_sightDetach;
*
* Public: No
*/
params ["_target", "_unit"];
params ["_target", "_unit", ["_event", false]];
TRACE_3("sightDetach",_target,_unit,_event);
if (_event isEqualTo true) then { // this is actually needed as 3rd arg may not be bool
if (!(_target turretLocal [0])) exitWith {};
_target setVariable [QGVAR(sightAttached), false, true];
_target animate ["optic_hide", 1];
_target removeWeapon QGVAR(superStatic);
_target addWeapon QGVAR(dummyStatic);
TRACE_2("removed sight",_target weaponsTurret [0],_target animationPhase "optic_hide");
} else {
if ((binocular _unit) == "") then {
_unit addWeapon QGVAR(sight);
} else {
[_unit, QGVAR(sight)] call EFUNC(common,addToInventory);
};
[QGVAR(detachSight), [_target, _unit, true]] call CBA_fnc_globalEvent;
};