ACE3/addons/interaction/functions/fnc_passMagazine.sqf

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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>
*
* Return Value:
* None
*
* Example:
* [_player, _target, "arifle_MX_F"] call ace_interaction_fnc_magToPassazine
*
* Public: No
*/
#include "script_component.hpp"
params ["_player", "_target", "_weapon"];
private ["_compatibleMags", "_filteredMags", "_magToPass", "_magToPassIndex", "_playerName", "_magToPassDisplayName"];
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_compatibleMags = getArray (configfile >> "CfgWeapons" >> _weapon >> "magazines");
_filteredMags = [magazinesAmmoFull _player, {
params ["_className", "", "_loaded"];
_className in _compatibleMags && !_loaded
}] call EFUNC(common,filter);
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//select magazine with most ammo
_magToPass = _filteredMags select 0;
_magToPassIndex = 0;
{
_x params ["_className", "_ammoCount"];
if ((_ammoCount > (_magToPass select 1)) && (_target canAdd _className)) then {
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_magToPass = _x;
_magToPassIndex = _forEachIndex;
};
} foreach _filteredMags;
//remove all magazines and add them again, except the one to be passed
//needed because of missing commands, see http://feedback.arma3.com/view.php?id=12782
_magToPass params ["_magToPassClassName", "_magToPassAmmoCount"];
_player removeMagazines _magToPassClassName;
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{
_x params ["_className", "_ammoCount"];
if ((_className == _magToPassClassName) && (_forEachIndex != _magToPassIndex)) then {
_player addMagazine [_className, _ammoCount];
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};
} foreach _filteredMags;
_player playActionNow "PutDown";
_target addMagazine [_magToPassClassName, _magToPassAmmoCount];
_playerName = [_player] call EFUNC(common,getName);
_magToPassDisplayName = getText (configFile >> "CfgMagazines" >> _magToPassClassName >> "displayName");
["displayTextStructured", [_target], [[LSTRING(PassMagazineHint), _playerName, _magToPassDisplayName], 1.5, _target]] call EFUNC(common,targetEvent);