ACE3/addons/overheating/functions/fnc_clearJam.sqf

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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
*
* Example:
* [player, currentWeapon player, false] call ace_overheating_fnc_clearJam
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_weapon", ["_skipAnim", false]];
TRACE_3("params",_unit,_weapon,_skipAnim);
private _jammedWeapons = _unit getVariable [QGVAR(jammedWeapons), []];
if (_weapon in _jammedWeapons) then {
private _delay = 0;
if !(_skipAnim) then {
_delay = 2.5;
private _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);
};
};
};
// Check if the jam will be successfull
if (random 1 > GVAR(unJamFailChance)) then {
// Success
_jammedWeapons = _jammedWeapons - [_weapon];
_unit setVariable [QGVAR(jammedWeapons), _jammedWeapons];
if (_jammedWeapons isEqualTo []) then {
private _id = _unit getVariable [QGVAR(JammingActionID), -1];
[_unit, "DefaultAction", _id] call EFUNC(common,removeActionEventHandler);
_unit setVariable [QGVAR(JammingActionID), -1];
};
if (GVAR(DisplayTextOnJam)) then {
[{
[localize LSTRING(WeaponUnjammed)] call EFUNC(common,displayTextStructured);
}, [], _delay] call EFUNC(common,waitAndExecute);
};
} else {
// Failure
if (GVAR(DisplayTextOnJam)) then {
[{
[localize LSTRING(WeaponUnjamFailed)] call EFUNC(common,displayTextStructured);
}, [], _delay] call EFUNC(common,waitAndExecute);
};
};
};