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18f09b9310
- ace_addedHeartRateAdjustment -> ace_heartRateAdjustmentAdded - ace_cargoAddedByClass -> ace_cargoByClassAdded - ace_enteredCardiacArrest -> ace_cardiacArrestEntered - ace_itemAddedToTriageCard -> ace_triageCardItemAdded - ace_reload_linkedAmmo -> ace_reload_ammoLinked - ace_reload_returnedAmmo -> ace_reload_ammoReturned - ace_treatmentSuccess -> ace_treatmentSucceded - ace_common_engineOn -> ace_common_setEngine - ace_explosives_clientRequestOrientations -> ace_explosives_requestOrientations - ace_explosives_serverSendOrientations -> ace_explosives_sendOrientations - ace_interaction_lampTurnOff -> ace_interaction_setLampOff - ace_interaction_lampTurnOn -> ace_interaction_setLampOn - ace_overheating_spareBarrelsLoadCoolest -> ace_overheating_loadCoolestSpareBarrel - ace_overheating_spareBarrelsSendTemperatureHint -> ace_overheating_sendSpareBarrelTemperatureHint Close #3533
44 lines
1.4 KiB
Plaintext
44 lines
1.4 KiB
Plaintext
/*
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* Author: Commy2, esteldunedain
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* Swap barrel callback
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*
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* Arguments:
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* 0: Unit initiating the action <OBJECT>
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* 1: Unit that has the weapon <OBJECT>
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* 2: Weapon <STRING>
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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] call ace_overheating_fnc_swapBarrelCallback
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*
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* Public: No
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*/
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// #define DEBUG_MODE_FULL
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#include "script_component.hpp"
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params ["_assistant", "_gunner", "_weapon"];
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TRACE_3("params",_assistant,_gunner,_weapon);
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if (_assistant isEqualTo _gunner) then {
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// Barrel mount gesture
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_gunner playAction QGVAR(GestureMountMuzzle);
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playSound "ACE_BarrelSwap";
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};
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// don't consume the barrel, but rotate through them.
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[localize LSTRING(SwappedBarrel), QPATHTOF(UI\spare_barrel_ca.paa)] call EFUNC(common,displayTextPicture);
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private _temp = _gunner getVariable [format [QGVAR(%1_temp), _weapon], 0];
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private _barrelMass = 0.50 * (getNumber (configFile >> "CfgWeapons" >> _weapon >> "WeaponSlotsInfo" >> "mass") / 22.0) max 1.0;
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// Instruct the server to load the coolest spare barrel into the weapon and
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// store the removed barrel with the former weapon temperature. The server
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// also updates the current weapon temperature to match that of the new
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// loaded barrel.
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[QGVAR(loadCoolestSpareBarrel), [_assistant, _gunner, _weapon, _temp, _barrelMass]] call CBA_fnc_serverEvent;
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// Store the update time
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_gunner setVariable [format [QGVAR(%1_time), _weapon], CBA_missionTime];
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