// (c) facoptere@gmail.com, licensed to DayZMod for the community // automatically select primary weapon after inactivity on throwable weapon // (The problem in ArmA is that when a player select a throwable, he still holds the primary weapon in hand, // the throwable appears in his hand only when the player clicks on fire button) sched_throwable_init = { sched_throwable_prevmuzz=""; sched_throwable_time=0; objNull }; sched_throwable = { private ["_stance","_cur_muzz","_type", "_x"]; if ((!isNil "player") and {(!isNull player)}) then { _cur_muzz = currentMuzzle player; if (((!isNil "_cur_muzz") and {(_cur_muzz != "")}) AND {(0 == getNumber(configFile >> "CfgWeapons" >> _cur_muzz >> "type"))}) then { if (sched_throwable_prevmuzz != _cur_muzz) then { sched_throwable_prevmuzz = currentMuzzle player; sched_throwable_time = diag_tickTime+11; }; if (((player getVariable["combattimeout", diag_tickTime])-diag_tickTime)>27) then { sched_throwable_time = diag_tickTime+21; }; }; if (abs(sched_throwable_time-diag_tickTime)<2) then { _stance = toArray (animationState player); _stance = if ((!isNil "_stance") and {(count _stance>17)}) then {toString [_stance select 17]} else {""}; _type = 4096; switch _stance do { case "p": { _type = 2; }; case "r": { _type = 1; }; }; { if (_type == getNumber(configFile >> "CfgWeapons" >> _x >> "type")) exitWith { player selectWeapon _x; }; } count (weapons player); sched_throwable_time = 0; }; }; objNull };