ACE3/addons/weaponselect/functions/fnc_selectWeaponMode.sqf
jonpas 742626ff1a
General - Relative script_component.hpp includes (#9378)
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-09-12 20:58:10 +02:00

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#include "..\script_component.hpp"
/*
* Author: commy2
* The player will select the specified weapon or will change to the next firing mode if the weapon was already selected.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Weapon <STRING>
*
* Return Value:
* None
*
* Example:
* [player, currentWeapon player] call ace_weaponselect_fnc_selectWeaponMode
*
* Public: No
*/
params ["_unit", "_weapon"];
if (_weapon == "") exitWith {};
if (currentWeapon _unit != _weapon) exitWith {
_unit selectWeapon _weapon;
};
// unlock safety
if (_weapon in (_unit getVariable [QEGVAR(safemode,safedWeapons), []])) exitWith {
[_unit, _weapon, _weapon] call EFUNC(safemode,unlockSafety);
};
private _muzzles = [_weapon] call EFUNC(common,getWeaponMuzzles);
private _modes = [_weapon] call EFUNC(common,getWeaponModes);
private _index = (_modes find currentWeaponMode _unit) + 1;
if (_index > count _modes - 1) then {_index = 0};
private _muzzle = _muzzles select 0;
private _mode = _modes select _index;
_index = 0;
while {
_index < 299 && {currentMuzzle _unit != _muzzle || {currentWeaponMode _unit != _mode}}
} do {
_unit action ["SwitchWeapon", _unit, _unit, _index];
_index = _index + 1;
};
// play fire mode selector sound
[_unit, _weapon] call FUNC(playChangeFiremodeSound);