void set_kiowa_weapon_damage_status (void) { entity *en; entity_sub_types weapon_sub_type; en = get_gunship_entity (); set_client_server_entity_weapon_damage (en, KIOWA_LHS_PYLON, ENTITY_SUB_TYPE_WEAPON_NO_WEAPON, kiowa_damage.lh_pylon); set_client_server_entity_weapon_damage (en, KIOWA_RHS_PYLON, ENTITY_SUB_TYPE_WEAPON_NO_WEAPON, kiowa_damage.rh_pylon); set_client_server_entity_weapon_damage (en, KIOWA_CHAFF_DISPENSER, ENTITY_SUB_TYPE_WEAPON_CHAFF, kiowa_damage.chaff_dispenser); set_client_server_entity_weapon_damage (en, KIOWA_FLARE_DISPENSER, ENTITY_SUB_TYPE_WEAPON_FLARE, kiowa_damage.flare_dispenser); // // check if selected weapon is still available, if not, select next // weapon_sub_type = get_local_entity_int_value (en, INT_TYPE_SELECTED_WEAPON); if (weapon_sub_type != ENTITY_SUB_TYPE_WEAPON_NO_WEAPON) { if (!get_local_entity_weapon_available (en, weapon_sub_type)) { weapon_sub_type = get_next_available_weapon_sub_type (en); set_gunship_weapon (weapon_sub_type); } } }
void set_ka50_weapon_damage_status (void) { entity *en; entity_sub_types weapon_sub_type; en = get_gunship_entity (); set_client_server_entity_weapon_damage (en, KA50_CANNON_TURRET, ENTITY_SUB_TYPE_WEAPON_2A42_30MM_HE_ROUND, ka50_damage.gun_jammed); set_client_server_entity_weapon_damage (en, KA50_CANNON_TURRET, ENTITY_SUB_TYPE_WEAPON_2A42_30MM_AP_ROUND, ka50_damage.gun_jammed); set_client_server_entity_weapon_damage (en, KA50_LHS_OUTER_PYLON, ENTITY_SUB_TYPE_WEAPON_NO_WEAPON, ka50_damage.lh_outer_pylon); set_client_server_entity_weapon_damage (en, KA50_LHS_INNER_PYLON, ENTITY_SUB_TYPE_WEAPON_NO_WEAPON, ka50_damage.lh_inner_pylon); set_client_server_entity_weapon_damage (en, KA50_RHS_OUTER_PYLON, ENTITY_SUB_TYPE_WEAPON_NO_WEAPON, ka50_damage.rh_outer_pylon); set_client_server_entity_weapon_damage (en, KA50_RHS_INNER_PYLON, ENTITY_SUB_TYPE_WEAPON_NO_WEAPON, ka50_damage.rh_inner_pylon); set_client_server_entity_weapon_damage (en, KA50_LHS_CHAFF_DISPENSER, ENTITY_SUB_TYPE_WEAPON_CHAFF, ka50_damage.lh_chaff_dispensers); set_client_server_entity_weapon_damage (en, KA50_RHS_CHAFF_DISPENSER, ENTITY_SUB_TYPE_WEAPON_CHAFF, ka50_damage.rh_chaff_dispensers); set_client_server_entity_weapon_damage (en, KA50_LHS_FLARE_DISPENSER, ENTITY_SUB_TYPE_WEAPON_FLARE, ka50_damage.lh_flare_dispensers); set_client_server_entity_weapon_damage (en, KA50_RHS_FLARE_DISPENSER, ENTITY_SUB_TYPE_WEAPON_FLARE, ka50_damage.rh_flare_dispensers); // // check if selected weapon is still available, if not, select next // weapon_sub_type = get_local_entity_int_value (en, INT_TYPE_SELECTED_WEAPON); if (weapon_sub_type != ENTITY_SUB_TYPE_WEAPON_NO_WEAPON) { if (!get_local_entity_weapon_available (en, weapon_sub_type)) { weapon_sub_type = get_next_available_weapon_sub_type (en); set_gunship_weapon (weapon_sub_type); } } }
void set_apache_weapon_damage_status (void) { entity *en; entity_sub_types weapon_sub_type; en = get_gunship_entity (); set_client_server_entity_weapon_damage (en, APACHE_CHAIN_GUN_TURRET, ENTITY_SUB_TYPE_WEAPON_NO_WEAPON, apache_damage.gun_jammed); set_client_server_entity_weapon_damage (en, APACHE_LHS_WING_TIP_MOUNT, ENTITY_SUB_TYPE_WEAPON_NO_WEAPON, apache_damage.lh_wing_tip_mount); set_client_server_entity_weapon_damage (en, APACHE_LHS_OUTER_PYLON, ENTITY_SUB_TYPE_WEAPON_NO_WEAPON, apache_damage.lh_outer_pylon); set_client_server_entity_weapon_damage (en, APACHE_LHS_INNER_PYLON, ENTITY_SUB_TYPE_WEAPON_NO_WEAPON, apache_damage.lh_inner_pylon); set_client_server_entity_weapon_damage (en, APACHE_RHS_WING_TIP_MOUNT, ENTITY_SUB_TYPE_WEAPON_NO_WEAPON, apache_damage.rh_wing_tip_mount); set_client_server_entity_weapon_damage (en, APACHE_RHS_OUTER_PYLON, ENTITY_SUB_TYPE_WEAPON_NO_WEAPON, apache_damage.rh_outer_pylon); set_client_server_entity_weapon_damage (en, APACHE_RHS_INNER_PYLON, ENTITY_SUB_TYPE_WEAPON_NO_WEAPON, apache_damage.rh_inner_pylon); set_client_server_entity_weapon_damage (en, APACHE_CHAFF_DISPENSER, ENTITY_SUB_TYPE_WEAPON_CHAFF, apache_damage.chaff_dispenser); set_client_server_entity_weapon_damage (en, APACHE_FLARE_DISPENSER, ENTITY_SUB_TYPE_WEAPON_FLARE, apache_damage.flare_dispenser); // // check if selected weapon is still available, if not, select next // weapon_sub_type = get_local_entity_int_value (en, INT_TYPE_SELECTED_WEAPON); if (weapon_sub_type != ENTITY_SUB_TYPE_WEAPON_NO_WEAPON) { if (!get_local_entity_weapon_available (en, weapon_sub_type)) { weapon_sub_type = get_next_available_weapon_sub_type (en); set_gunship_weapon (weapon_sub_type); } } }
void set_default_weapon_damage_status (void) { entity *en; entity_sub_types weapon_sub_type; en = get_gunship_entity (); switch (get_local_entity_int_value (en, INT_TYPE_ENTITY_SUB_TYPE)) { case ENTITY_SUB_TYPE_AIRCRAFT_AH1T_SEACOBRA: case ENTITY_SUB_TYPE_AIRCRAFT_AH1W_SUPERCOBRA: { set_client_server_entity_weapon_damage (en, COBRA_CANNON_TURRET, ENTITY_SUB_TYPE_WEAPON_NO_WEAPON, default_damage.gun_jammed); //set_client_server_entity_weapon_damage (en, APACHE_LHS_WING_TIP_MOUNT, ENTITY_SUB_TYPE_WEAPON_NO_WEAPON, default_damage.lh_wing_tip_mount); set_client_server_entity_weapon_damage (en, COBRA_LHS_OUTER_PYLON, ENTITY_SUB_TYPE_WEAPON_NO_WEAPON, default_damage.lh_outer_pylon); set_client_server_entity_weapon_damage (en, COBRA_LHS_INNER_PYLON, ENTITY_SUB_TYPE_WEAPON_NO_WEAPON, default_damage.lh_inner_pylon); //set_client_server_entity_weapon_damage (en, APACHE_RHS_WING_TIP_MOUNT, ENTITY_SUB_TYPE_WEAPON_NO_WEAPON, default_damage.rh_wing_tip_mount); set_client_server_entity_weapon_damage (en, COBRA_RHS_OUTER_PYLON, ENTITY_SUB_TYPE_WEAPON_NO_WEAPON, default_damage.rh_outer_pylon); set_client_server_entity_weapon_damage (en, COBRA_RHS_INNER_PYLON, ENTITY_SUB_TYPE_WEAPON_NO_WEAPON, default_damage.rh_inner_pylon); set_client_server_entity_weapon_damage (en, COBRA_LHS_CHAFF_DISPENSER, ENTITY_SUB_TYPE_WEAPON_CHAFF, default_damage.chaff_dispenser); set_client_server_entity_weapon_damage (en, COBRA_LHS_FLARE_DISPENSER, ENTITY_SUB_TYPE_WEAPON_FLARE, default_damage.flare_dispenser); } case ENTITY_SUB_TYPE_AIRCRAFT_KA29_HELIX_B: { //set_client_server_entity_weapon_damage (en, COBRA_CANNON_TURRET, ENTITY_SUB_TYPE_WEAPON_NO_WEAPON, default_damage.gun_jammed); //set_client_server_entity_weapon_damage (en, APACHE_LHS_WING_TIP_MOUNT, ENTITY_SUB_TYPE_WEAPON_NO_WEAPON, default_damage.lh_wing_tip_mount); set_client_server_entity_weapon_damage (en, 2, ENTITY_SUB_TYPE_WEAPON_NO_WEAPON, default_damage.lh_outer_pylon); set_client_server_entity_weapon_damage (en, 0, ENTITY_SUB_TYPE_WEAPON_NO_WEAPON, default_damage.lh_inner_pylon); //set_client_server_entity_weapon_damage (en, APACHE_RHS_WING_TIP_MOUNT, ENTITY_SUB_TYPE_WEAPON_NO_WEAPON, default_damage.rh_wing_tip_mount); set_client_server_entity_weapon_damage (en, 3, ENTITY_SUB_TYPE_WEAPON_NO_WEAPON, default_damage.rh_outer_pylon); set_client_server_entity_weapon_damage (en, 1, ENTITY_SUB_TYPE_WEAPON_NO_WEAPON, default_damage.rh_inner_pylon); set_client_server_entity_weapon_damage (en, HELIX_CHAFF_DISPENSER, ENTITY_SUB_TYPE_WEAPON_CHAFF, default_damage.chaff_dispenser); set_client_server_entity_weapon_damage (en, HELIX_FLARE_DISPENSER, ENTITY_SUB_TYPE_WEAPON_FLARE, default_damage.flare_dispenser); } } // // check if selected weapon is still available, if not, select next // weapon_sub_type = get_local_entity_int_value (en, INT_TYPE_SELECTED_WEAPON); if (weapon_sub_type != ENTITY_SUB_TYPE_WEAPON_NO_WEAPON) { if (!get_local_entity_weapon_available (en, weapon_sub_type)) { weapon_sub_type = get_next_available_weapon_sub_type (en); set_gunship_weapon (weapon_sub_type); } } }