ACE3/addons/disposable/functions/fnc_replaceATWeapon.sqf
PabstMirror dd94666c63
Disposable - Ignore secondary muzzles (#6737)
Don't wipe weapon when firing spotting rifle muzzle
Close #6736
2018-12-16 13:23:14 -06:00

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#include "script_component.hpp"
/*
* Author: bux, commy2
* Replace the disposable launcher with the used dummy. Called from the unified fired EH.
*
* Arguments:
* None. Parameters inherited from EFUNC(common,firedEH)
*
* Return Value:
* None
*
* Example:
* [fromBisFiredEH] call ace_disposable_fnc_replaceATWeapon;
*
* Public: No
*/
//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret);
if (!local _unit || {_weapon != secondaryWeapon _unit} || {_weapon != _muzzle}) exitWith {};
private _replacementTube = getText (configFile >> "CfgWeapons" >> _weapon >> "ACE_UsedTube");
if (_replacementTube == "") exitWith {}; //If no replacement defined just exit
// Save magazine of spotting muzzle (should be re-added to replacement weapon)
(((getUnitLoadout _unit) select 1) select 5) params [["_spottingMag", ""], ["_spottingRnds", 0]];
if (_spottingMag != "") then { _unit addMagazine [_spottingMag, _spottingRnds]; };
//Save array of items attached to launcher
private _items = secondaryWeaponItems _unit;
//Replace the orginal weapon with the 'usedTube' weapon
_unit addWeapon _replacementTube;
//Makes sure the used tube is still equiped
_unit selectWeapon _replacementTube;
//Re-add all attachments to the used tube
{
if (_x != "") then {_unit addSecondaryWeaponItem _x};
} count _items;
// AI - Remove the ai's missle launcher tube after the missle has exploded
if !([_unit] call EFUNC(common,isPlayer)) then {
[{
params ["_args","_idPFH"];
_args params ["_unit", "_tube", "_projectile"];
//don't do anything until projectile is null (exploded/max range)
if (isNull _projectile) then {
//Remove PFEH:
[_idPFH] call CBA_fnc_removePerFrameHandler;
//If (tube is dropped) OR (is dead) OR (is player) just exit
if (secondaryWeapon _unit != _tube || {!alive _unit} || {[_unit] call EFUNC(common,isPlayer)}) exitWith {};
//private _items = secondaryWeaponItems _unit;
private _container = createVehicle ["GroundWeaponHolder", position _unit, [], 0, "CAN_COLLIDE"];
_container setPosAsl (getPosAsl _unit);
_container addWeaponCargoGlobal [_tube, 1];
//This will duplicate attachements, because we will be adding a weapon that may already have attachments on it
//We either need a way to add a clean weapon, or a way to add a fully configured weapon to a container:
// {
// if (_x != "") then {_container addItemCargoGlobal [_x, 1];};
// } forEach _items;
_unit removeWeaponGlobal _tube;
};
}, 1, [_unit, _replacementTube, _projectile]] call CBA_fnc_addPerFrameHandler;
};