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56eae4060c
Code formatting changes from 9234
131 lines
5.4 KiB
Plaintext
131 lines
5.4 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: tcvm
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* Dismounts the weapon from the tripod and drops its backpack beside.
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*
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* Arguments:
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* 0: CSW <OBJECT>
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* 1: Player <OBJECT>
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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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* [cursorObject, player] call ace_csw_fnc_assemble_pickupWeapon
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*
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* Public: No
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*/
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[{
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params ["_vehicle", "_player"];
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TRACE_2("assemble_pickupWeapon",_vehicle,_player);
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private _weaponConfig = configOf _vehicle >> QUOTE(ADDON);
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private _carryWeaponClassname = getText (_weaponConfig >> "disassembleWeapon");
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if (!isClass (configFile >> "CfgWeapons" >> _carryWeaponClassname)) exitWith {
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ERROR_1("bad weapon classname [%1]",_carryWeaponClassname);
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};
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private _turretClassname = getText (_weaponConfig >> "disassembleTurret");
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// Turret classname can equal nothing if the deploy bag is the "whole" weapon. e.g Kornet, Metis, other ATGMs
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if ((_turretClassname != "") && {!isClass (configFile >> "CfgVehicles" >> _turretClassname)}) exitWith {
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ERROR_1("bad turret classname [%1]",_turretClassname);
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};
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private _onDisassembleFunc = getText (_weaponConfig >> "disassembleFunc");
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private _pickupTime = getNumber (configFile >> "CfgWeapons" >> _carryWeaponClassname >> QUOTE(ADDON) >> "pickupTime");
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TRACE_4("",typeOf _vehicle,_carryWeaponClassname,_turretClassname,_pickupTime);
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private _onFinish = {
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params ["_args"];
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_args params ["_vehicle", "_player", "_carryWeaponClassname", "_turretClassname", "_onDisassembleFunc"];
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TRACE_4("disassemble finish",_vehicle,_player,_carryWeaponClassname,_turretClassname);
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private _weaponPos = (getPosATL _vehicle) vectorAdd [0, 0, 0.1];
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private _weaponDir = getDir _vehicle;
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private _carryWeaponMag = [];
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private _carryWeaponMags = compatibleMagazines _carryWeaponClassname;
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LOG("remove ammo");
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{
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_x params ["_xMag", "", "_xAmmo"];
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if (_xAmmo == 0) then {continue};
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private _carryMag = _xMag call FUNC(getCarryMagazine);
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if (_carryWeaponMag isEqualTo [] && {_carryMag in _carryWeaponMags}) then {
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TRACE_3("Adding mag to secondary weapon",_xMag,_xAmmo,_carryMag);
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_carryWeaponMag = [_carryMag, _xAmmo];
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DEC(_xAmmo);
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};
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if ((_xAmmo > 0) && {_carryMag != ""}) then {
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TRACE_2("Removing ammo",_xMag,_carryMag);
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[_player, _carryMag, _xAmmo] call FUNC(reload_handleReturnAmmo);
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};
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} forEach (magazinesAllTurrets _vehicle);
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if (_turretClassname isNotEqualTo "") then {
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private _cswTripod = createVehicle [_turretClassname, [0, 0, 0], [], 0, "NONE"];
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// Delay a frame so weapon has a chance to be deleted
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[{
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params ["_cswTripod", "_weaponDir", "_weaponPos"];
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_cswTripod setDir _weaponDir;
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_cswTripod setPosATL _weaponPos;
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_cswTripod setVelocity [0, 0, -0.05];
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_cswTripod setVectorUp (surfaceNormal _weaponPos);
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}, [_cswTripod, _weaponDir, _weaponPos]] call CBA_fnc_execNextFrame;
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[_cswTripod, _vehicle] call (missionNamespace getVariable _onDisassembleFunc);
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};
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[{
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params ["_player", "_weaponPos", "_carryWeaponClassname", "_carryWeaponMag", "_turretClassname"];
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// Give the weapon to the player if possible
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if ((alive _player) && {(secondaryWeapon _player) == ""}) exitWith {
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[_player, _carryWeaponClassname] call CBA_fnc_addWeaponWithoutItems;
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if (_carryWeaponMag isNotEqualTo []) then {
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_player addWeaponItem [_carryWeaponClassname, _carryWeaponMag, true];
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};
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};
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// If there is no turret, place the ground holder where the turret was
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if (_turretClassname != "") then {
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_weaponPos = _weaponPos getPos RELATIVE_DIRECTION(90);
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};
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// Create a new weapon holder (don't try to get an existing one, as no guarantee where it could be)
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private _weaponHolder = createVehicle ["GroundWeaponHolder", [0, 0, 0], [], 0, "CAN_COLLIDE"];
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_weaponHolder setDir random [0, 180, 360];
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_weaponHolder setVehiclePosition [_weaponPos, [], 0, "CAN_COLLIDE"]; // Places object on surface below
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_weaponHolder addWeaponWithAttachmentsCargoGlobal [[_carryWeaponClassname, "", "", "", _carryWeaponMag, [], ""], 1];
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}, [_player, _weaponPos, _carryWeaponClassname, _carryWeaponMag, _turretClassname]] call CBA_fnc_execNextFrame;
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LOG("delete weapon");
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// Eject dead units (all crew are dead or UAV at this point, otherwise condition would have failed), but ignore UAV units
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{
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if (unitIsUAV _x) then {
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_vehicle deleteVehicleCrew _x;
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} else {
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moveOut _x;
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};
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} forEach (crew _vehicle);
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deleteVehicle _vehicle;
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LOG("end");
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};
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private _condition = {
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params ["_args"];
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_args params ["_vehicle"];
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_vehicle call FUNC(assemble_canPickupWeapon)
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};
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[TIME_PROGRESSBAR(_pickupTime), [_vehicle, _player, _carryWeaponClassname, _turretClassname, _onDisassembleFunc], _onFinish, {}, LLSTRING(DisassembleCSW_progressBar), _condition] call EFUNC(common,progressBar);
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}, _this] call CBA_fnc_execNextFrame;
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