ACE3/addons/reload/XEH_postInit.sqf

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2016-02-20 22:11:50 +00:00
// by esteldunedain
2015-01-18 20:05:32 +00:00
#include "script_component.hpp"
// To propagate the setAmmo change, do it on all clients
// See https://github.com/acemod/ACE3/issues/1119 and https://feedback.bistudio.com/T167015
[QGVAR(syncAmmo), {
2016-01-06 21:42:02 +00:00
params ["_unit", "_weapon", "_ammo"];
TRACE_3("syncAmmo EH",_unit,_weapon,_ammo);
_unit setAmmo [_weapon, _ammo];
}] call CBA_fnc_addEventHandler;
// Listen for attempts to link ammo
[QGVAR(ammoLinked), {
params ["_target", "_unit", "_magazineInfo"];
_magazineInfo params ["_magazine", "_ammo"];
// Return the magazine if it's the wrong type
if (currentMagazine _target != _magazine) exitWith {
[QGVAR(ammoReturned), [_unit, _target, _magazineInfo, false], _unit] call CBA_fnc_targetEvent;
};
private _currentWeapon = currentWeapon _target;
private _currentAmmo = _target ammo _currentWeapon;
private _magazineCfg = configFile >> "CfgMagazines" >> _magazine;
private _ammoMissing = getNumber (_magazineCfg >> "count") - _currentAmmo;
// Return the magazine if the belt is full or empty
if (_currentAmmo == 0 || {_ammoMissing == 0}) exitWith {
[QGVAR(ammoReturned), [_unit, _target, _magazineInfo, false], _unit] call CBA_fnc_targetEvent;
};
// Add the ammo
private _ammoAdded = _ammoMissing min _ammo;
[QGVAR(syncAmmo), [_target, _currentWeapon, _currentAmmo + _ammoAdded]] call CBA_fnc_globalEvent;
// Return left over ammo to reloading unit
if (_ammo - _ammoAdded > 0) then {
[QGVAR(ammoReturned), [_unit, _target, [_magazine, _ammo - _ammoAdded], true], _unit] call CBA_fnc_targetEvent;
};
}] call CBA_fnc_addEventHandler;
// Listen for returned magazines
[QGVAR(ammoReturned), {
params ["_unit", "_target", "_magazineInfo", "_success"];
TRACE_3("ammoReturned EH",_unit,_target,_magazineInfo);
// If inventory is full, magazine will be dropped on the ground
[_unit, _magazineInfo select 0, _magazineInfo select 1, true] call CBA_fnc_addMagazine;
[[LSTRING(BeltNotLinked), LSTRING(BeltLinked)] select _success] call EFUNC(common,displayTextStructured);
}] call CBA_fnc_addEventHandler;
if (!hasInterface) exitWith {};
#include "initKeybinds.inc.sqf"
// Reload when default reload keybind is pressed
addUserActionEventHandler ["ReloadMagazine", "Activate", {
private _vehicle = objectParent ACE_player;
// If on foot, skip
if (isNull _vehicle) exitWith {};
// weaponState is only updated after 3 frames, so wait to run checks in case we're doing an engine reload at the same time
[{
if !(_this call FUNC(canSwapTurretMagazine)) exitWith {};
_this call FUNC(swapTurretMagazine);
}, [_vehicle, ACE_player], 3] call CBA_fnc_execAfterNFrames;
}];