ACE3/addons/gunbag/functions/fnc_offGunbagCallback.sqf

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/*
* Author: Ir0n1E
* Get weapon out of gunbag.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Target <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player, target] call ace_gunbag_fnc_offGunbagCallback
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_target"];
private _gunbag = backpackContainer _target;
private _state = _gunbag getVariable [QGVAR(gunbagWeapon), []];
if (_state isEqualTo []) exitWith {
[localize LSTRING(empty)] call EFUNC(common,displayTextStructured);
};
_state params ["_weapon", "_items", "_magazines"];
_unit addWeapon _weapon;
// Game will auto add magazines from player's inventory, put these back in player inventory as they will be overwritten
([_unit, _weapon] call EFUNC(common,getWeaponState)) params ["", "", "_addedMags", "_addedAmmo"];
{
if (((_x select 0) != "") && {(_addedMags select _forEachIndex) != ""}) then {
TRACE_2("Re-adding mag",_x,_addedMags select _forEachIndex);
_unit addMagazine [_addedMags select _forEachIndex, _addedAmmo select _forEachIndex];
};
} forEach _magazines;
removeAllPrimaryWeaponItems _unit;
{
_unit addWeaponItem [_weapon, _x];
} forEach (_items + _magazines);
_unit selectWeapon _weapon;
_magazines = _magazines apply {_x select 0};
private _mass = [_weapon, _items, _magazines] call FUNC(calculateMass);
// remove virtual load
[_target, _gunbag, -_mass] call EFUNC(movement,addLoadToUnitContainer);
_gunbag setVariable [QGVAR(gunbagWeapon), [], true];
// play sound
if (["ace_backpacks"] call EFUNC(common,isModLoaded)) then {
[_target, _gunbag] call EFUNC(backpacks,backpackOpened);
};