ACE3/addons/interaction/functions/fnc_passMagazine.sqf

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#include "..\script_component.hpp"
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/*
* Author: BaerMitUmlaut
* Pass spare magazine for the specified weapon.
*
* Arguments:
* 0: Unit that passes the magazine <OBJECT>
* 1: Unit to pass the magazine to <OBJECT>
* 2: Weapon classname <STRING>
* 3: Play passing animation <BOOL> (default: true)
*
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* Return Value:
* None
*
* Example:
* [_player, _target, "arifle_MX_F"] call ace_interaction_fnc_passMagazine
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*
* Public: No
*/
params ["_player", "_target", "_weapon", ["_animate", true, [true]]];
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private _compatibleMags = [_weapon] call CBA_fnc_compatibleMagazines;
private _filteredMags = magazinesAmmoFull _player select {
_x params ["_className", "", "_loaded"];
(_className in _compatibleMags) && {!_loaded} && {[_target, _className] call CBA_fnc_canAddItem}
};
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//select magazine with most ammo
private _magToPass = _filteredMags select 0;
private _magToPassIndex = 0;
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{
_x params ["_className", "_ammoCount"];
if (_ammoCount > (_magToPass select 1)) then {
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_magToPass = _x;
_magToPassIndex = _forEachIndex;
};
} foreach _filteredMags;
//remove the magazine from _player and add it to _target
_magToPass params ["_magToPassClassName", "_magToPassAmmoCount"];
// Exit if failed to remove specific magazine
if !([_player, _magToPassClassName, _magToPassAmmoCount] call EFUNC(common,removeSpecificMagazine)) exitWith {};
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if (_animate) then {[_player, "PutDown"] call EFUNC(common,doGesture)};
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_target addMagazine [_magToPassClassName, _magToPassAmmoCount];
private _playerName = [_player] call EFUNC(common,getName);
private _magToPassDisplayName = getText (configFile >> "CfgMagazines" >> _magToPassClassName >> "displayName");
[QEGVAR(common,displayTextStructured), [[LSTRING(PassMagazineHint), _playerName, _magToPassDisplayName], 1.5, _target], [_target]] call CBA_fnc_targetEvent;