ACE3/addons/reloadlaunchers/functions/fnc_addMissileReloadActions.sqf

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#include "..\script_component.hpp"
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/*
* Author: commy2
* Create one action per reloadable missile.
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*
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* Arguments:
* 0: Unit equipped with the launcher <OBJECT>
* 1: Unit wanting to execute the reload <OBJECT>
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*
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* Return Value:
* Children actions <ARRAY>
*
* Example:
* [cursorTarget, player] call ace_reloadlaunchers_fnc_addMissileReloadActions
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*
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* Public: No
*
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*/
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params ["_target", "_unit"];
TRACE_2("params",_target,_unit);
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// Fast exit for common cases
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private _weapon = secondaryWeapon _target;
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if ((_weapon == "") || {(getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(enabled))) == 0}) exitWith {
TRACE_1("weapon not supported",_weapon);
[]
};
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private _actions = [];
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private _loadableMissiles = [_unit, _weapon] call FUNC(getLoadableMissiles);
TRACE_2("",_weapon,_loadableMissiles);
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private _cfgMagazines = configFile >> "CfgMagazines";
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{
private _name = format [QGVAR(Missile_%1), _x];
private _displayName = format [LLSTRING(LoadMagazine), getText (_cfgMagazines >> _x >> "displayName")];
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private _statement = {
(_this select 2) call FUNC(load);
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};
private _condition = {
(_this select 2) call FUNC(canLoad)
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};
private _action = [_name, _displayName, "", _statement, _condition, {}, [_unit, _target, _weapon, _x], "", 4] call EFUNC(interact_menu,createAction);
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_actions pushBack [_action, [], _unit];
} forEach _loadableMissiles;
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TRACE_1("return",_actions);
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_actions