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61 lines
1.7 KiB
Plaintext
61 lines
1.7 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: bux578, commy2
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* Restores previously saved gear.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: All Gear based on return value of ACE_common_fnc_getAllGear <ARRAY>
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*
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* Return Value:
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* None
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*
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* Example:
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* [ACE_Player, stored_allGear, active_weapon_muzzle_and_mode] call ace_respawn_fnc_restoreGear
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*
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* Public: No
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*/
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params ["_unit", "_allGear", "_activeWeaponAndMuzzle"];
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TRACE_3("restoreGear",_unit, count _allGear, _activeWeaponAndMuzzle);
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// restore all gear
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if (!isNil "_allGear") then {
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_allGear params ["_primaryWeaponArray"];
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if ((_primaryWeaponArray param [0, ""]) == "ACE_FakePrimaryWeapon") then {
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TRACE_1("Ignoring fake gun",_primaryWeaponArray);
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_allGear set [0, []];
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_activeWeaponAndMuzzle = nil;
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};
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_unit setUnitLoadout _allGear;
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};
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// restore the last active weapon, muzzle and weaponMode
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if (!isNil "_activeWeaponAndMuzzle") then {
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// @todo, replace this with CBA_fnc_selectWeapon after next CBA update
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_activeWeaponAndMuzzle params ["_activeWeapon", "_activeMuzzle", "_activeWeaponMode"];
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if (
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(_activeMuzzle != "") &&
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{_activeMuzzle != _activeWeapon} &&
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{_activeMuzzle in getArray (configFile >> "CfgWeapons" >> _activeWeapon >> "muzzles")}
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) then {
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_unit selectWeapon _activeMuzzle;
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} else {
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if (_activeWeapon != "") then {
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_unit selectWeapon _activeWeapon;
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};
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};
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if (currentWeapon _unit != "") then {
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private _index = 0;
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while {
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_index < 299 && {currentWeaponMode _unit != _activeWeaponMode}
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} do {
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_unit action ["SwitchWeapon", _unit, _unit, _index];
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_index = _index + 1;
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};
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};
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};
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