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58 lines
1.6 KiB
Plaintext
58 lines
1.6 KiB
Plaintext
/*
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* Author: Commy2
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* Make the unit clear the jam from a weapon
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*
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* Arguments:
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* 0: Player <OBJECT>
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* 1: Weapon <STRING>
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* 2: Skip anim? <BOOL>
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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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* [player, currentWeapon player, false] call ace_overheating_fnc_clearJam
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_unit", "_weapon", "_skipAnim"];
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TRACE_3("params",_unit,_weapon,_skipAnim);
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private _jammedWeapons = _unit getVariable [QGVAR(jammedWeapons), []];
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if (_weapon in _jammedWeapons) then {
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_jammedWeapons = _jammedWeapons - [_weapon];
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_unit setVariable [QGVAR(jammedWeapons), _jammedWeapons];
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if (_jammedWeapons isEqualTo []) then {
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private _id = _unit getVariable [QGVAR(JammingActionID), -1];
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[_unit, "DefaultAction", _id] call EFUNC(common,removeActionEventHandler);
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_unit setVariable [QGVAR(JammingActionID), -1];
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};
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if !(_skipAnim) then {
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private _clearJamAction = getText (configFile >> "CfgWeapons" >> _weapon >> "ACE_clearJamAction");
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if (_clearJamAction == "") then {
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_clearJamAction = getText (configFile >> "CfgWeapons" >> _weapon >> "reloadAction");
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};
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_unit playActionNow _clearJamAction;
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if (_weapon == primaryWeapon _unit) then {
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playSound QGVAR(fixing_rifle);
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} else {
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if (_weapon == secondaryWeapon _unit) then {
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playSound QGVAR(fixing_pistol);
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};
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};
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};
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if (GVAR(DisplayTextOnJam)) then {
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[localize LSTRING(WeaponUnjammed)] call EFUNC(common,displayTextStructured);
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};
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};
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