ACE3/addons/overheating/functions/fnc_jamWeapon.sqf

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/*
* Author: Commy2, based on KK_fnc_playerWeaponMulfunction from KillzoneKid
* Jam the weapon
*
* Argument:
* 0: Unit <OBJECT>
* 1: Weapon <STRING>
*
* Return value:
* None
*
* Public: No
*/
#include "\z\ace\addons\overheating\script_component.hpp"
EXPLODE_2_PVT(_this,_unit,_weapon);
// don't jam a weapon with no rounds left
if (_unit ammo _weapon == 0) exitWith {};
private ["_jammedWeapons"];
_jammedWeapons = _unit getVariable [QGVAR(jammedWeapons), []];
_jammedWeapons pushBack _weapon;
_unit setVariable [QGVAR(jammedWeapons), _jammedWeapons];
// this is to re-activate the 'DefaultAction', so you can jam a weapon while full auto shooting
_fnc_stopCurrentBurst = {
EXPLODE_2_PVT(_this,_params,_pfhId);
EXPLODE_4_PVT(_params,_unit,_weapon,_ammo,_startFrame);
// Skip the first execution of the PFH
if (diag_frameno == _startFrame) exitWith {};
// Remove the PFH on the second execution
[_pfhId] call cba_fnc_removePerFrameHandler;
_unit setAmmo [_weapon, _ammo];
};
// Stop current burst
_ammo = _unit ammo _weapon;
if (_ammo > 0) then {
_unit setAmmo [_weapon, 0];
[_fnc_stopCurrentBurst, 0, [_unit, _weapon, _ammo, diag_frameno]] call cba_fnc_addPerFrameHandler;
};
// only display the hint once, after you try to shoot an already jammed weapon
GVAR(knowAboutJam) = false;
if (_unit getVariable [QGVAR(JammingActionID), -1] == -1) then {
private ["_condition", "_statement", "_condition2", "_statement2", "_id"];
_condition = {
[_this select 1] call EFUNC(common,canUseWeapon)
&& {currentMuzzle (_this select 1) in ((_this select 1) getVariable [QGVAR(jammedWeapons), []])}
&& {!(currentMuzzle (_this select 1) in ((_this select 1) getVariable [QEGVAR(safemode,safedWeapons), []]))}
};
_statement = {
playSound3D ["a3\sounds_f\weapons\Other\dry9.wss", _this select 0];
if (!(missionNamespace getVariable [QGVAR(knowAboutJam), false]) && {(_this select 1) ammo currentWeapon (_this select 1) > 0} && {GVAR(DisplayTextOnJam)}) then {
[localize "STR_ACE_Overheating_WeaponJammed"] call EFUNC(common,displayTextStructured);
GVAR(knowAboutJam) = true;
};
};
_condition2 = {
currentWeapon (_this select 1) in ((_this select 1) getVariable [QGVAR(jammedWeapons), []])
};
_statement2 = {
[_this select 1, currentWeapon (_this select 1), false] call FUNC(clearJam);
};
//_id = [_unit, format ["<t color=""#FFFF00"" >%1</t>", localize "STR_ACE_Overheating_UnjamWeapon"], "DefaultAction", _condition, _statement, _condition2, _statement2, 10] call EFUNC(common,addActionMenuEventHandler);
_id = [_unit, "DefaultAction", _condition, _statement] call EFUNC(common,addActionEventHandler);
_unit setVariable [QGVAR(JammingActionID), _id];
};