ACE3/addons/rearm/functions/fnc_rearmEntireVehicleSuccessLocal.sqf

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#include "..\script_component.hpp"
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/*
* Author: Tuupertunut
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* Rearm an entire turret locally.
*
* Arguments:
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* 0: Ammo Truck <OBJECT>
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* 1: Vehicle <OBJECT>
* 2: TurretPath <ARRAY>
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*
* Return Value:
* None
*
* Example:
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* [ammo_truck, tank, [0]] call ace_rearm_fnc_rearmEntireVehicleSuccessLocal
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*
* Public: No
*/
params ["_truck", "_vehicle", "_turretPath"];
TRACE_3("rearmEntireVehicleSuccessLocal",_truck,_vehicle,_turretPath);
// Fetching all rearmable magazines in this turret
private _magazines = ([_vehicle] call FUNC(getNeedRearmMagazines)) select {(_x select 1) isEqualTo _turretPath};
if (["ace_csw"] call EFUNC(common,isModLoaded)) then {
([_vehicle, _turretPath] call EFUNC(csw,aceRearmGetCarryMagazines)) params ["_turretMagsCSW", "_allCarryMags"];
TRACE_1("skipping",_turretMagsCSW);
_magazines = _magazines select {
_x params ["_magazineClass"];
(_turretMagsCSW findIf {_x == _magazineClass}) == -1
};
};
{
_x params ["_magazineClass", "_magTurretPath", "_isPylonMag", "_pylonIndex", "_maxMagazines", "_currentMagazines", "_maxRoundsPerMag", "_currentRounds"];
// Array of planned ammo counts in every magazine after the rearm is complete
private _plannedRounds = +_currentRounds;
// Trying to fill all existing magazines.
{
if (_x < _maxRoundsPerMag) then {
if (
GVAR(supply) == 0
|| {isNull _truck} // zeus rearm
|| {[_truck, _magazineClass, (_maxRoundsPerMag - _x)] call FUNC(removeMagazineFromSupply)}
) then {
_plannedRounds set [_forEachIndex, _maxRoundsPerMag];
};
};
} forEach _currentRounds;
// Trying to add new full magazines, if there is space left.
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if (_currentMagazines < _maxMagazines) then {
for "_idx" from 1 to (_maxMagazines - _currentMagazines) do {
if (
GVAR(supply) == 0
|| {isNull _truck} // zeus rearm
|| {[_truck, _magazineClass, _maxRoundsPerMag] call FUNC(removeMagazineFromSupply)}
) then {
_plannedRounds pushBack _maxRoundsPerMag;
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};
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};
};
TRACE_2("rearming",_x,_plannedRounds);
// Updating new ammo counts to vehicle.
if (_isPylonMag) then {
_vehicle setAmmoOnPylon [_pylonIndex, (_plannedRounds select 0)];
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} else {
[_vehicle, _magTurretPath, _magazineClass, _plannedRounds] call FUNC(setTurretMagazineAmmo);
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};
} forEach _magazines;