ACE3/addons/common/functions/fnc_firedEH.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: esteldunedain
* Unfied handling of weapon fire
*
* Arguments:
* 0: unit - Object the event handler is assigned to <OBJECT>
* 1: weapon - Fired weapon <STRING>
* 2: muzzle - Muzzle that was used <STRING>
* 3: mode - Current mode of the fired weapon <STRING>
* 4: ammo - Ammo used <STRING>
* 5: magazine - magazine name which was used <STRING>
* 6: projectile - Object of the projectile that was shot <OBJECT>
*
* Return Value:
* None
*
* Example:
* [bob, "gun", "muzzle", "single", "ammo", "magazine", "bullet"] call ace_common_fnc_firedEH
*
* Public: No
*/
BEGIN_COUNTER(firedEH);
params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile"];
TRACE_7("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile);
if (_unit isKindOf "CAManBase") then {
// The unit it on foot
if (_unit == ACE_player) then {
["ace_firedPlayer", _this] call CBA_fnc_localEvent;
} else {
if ([_unit] call EFUNC(common,isPlayer)) then {
["ace_firedPlayerNonLocal", _this] call CBA_fnc_localEvent;
} else {
["ace_firedNonPlayer", _this] call CBA_fnc_localEvent;
};
};
} else {
// The unit is a vehicle
private _vehicle = _unit;
// Get the gunner and turret path.
// Code based on FUNC(getGunner), extracted for efficency.
private _gunner = objNull;
private _turret = [];
{
if (_weapon in (_unit weaponsTurret _x)) exitWith {
_gunner = _unit turretUnit _x;
_turret = _x;
};
false
} count allTurrets [_unit, true];
// Ensure that at least the pilot is returned if there is no gunner
if (isManualFire _unit && {isNull _gunner}) then {
_gunner = effectiveCommander _unit;
};
if (_gunner == ACE_player) then {
["ace_firedPlayerVehicle", _this] call CBA_fnc_localEvent;
} else {
if ([_gunner] call EFUNC(common,isPlayer)) then {
["ace_firedPlayerVehicleNonLocal", _this] call CBA_fnc_localEvent;
} else {
["ace_firedNonPlayerVehicle", _this] call CBA_fnc_localEvent;
};
};
};
END_COUNTER(firedEH);