2015-09-27 14:47:02 +00:00
|
|
|
/*
|
|
|
|
* Author: commy2
|
|
|
|
* Select the next grenade.
|
|
|
|
*
|
|
|
|
* Arguments:
|
|
|
|
* 0: Unit <OBJECT>
|
|
|
|
* 1: Grenade type [0: all, 1: frags, 2: non-frags] (default: 0) <NUMBER>
|
|
|
|
*
|
|
|
|
* Return Value:
|
|
|
|
* Selecting successful? <BOOL>
|
|
|
|
*
|
|
|
|
* Example:
|
|
|
|
* [player] call ace_weaponselect_fnc_selectNextGrenade
|
|
|
|
*
|
|
|
|
* Public: Yes
|
|
|
|
*/
|
|
|
|
#include "script_component.hpp"
|
|
|
|
|
|
|
|
params ["_unit", ["_type", 0]];
|
|
|
|
|
|
|
|
private ["_currentGrenade", "_magazines", "_grenades", "_nextGrenadeIndex", "_nextGrenade", "_uniformGrenades", "_vestGrenades", "_backpackGrenades"];
|
|
|
|
|
|
|
|
// get currently selected grenade
|
|
|
|
_currentGrenade = currentThrowable _unit;
|
|
|
|
|
|
|
|
// get correct array format if no grenade is selected
|
|
|
|
if (_currentGrenade isEqualTo []) then {
|
|
|
|
_currentGrenade = ["", ""];
|
|
|
|
};
|
|
|
|
|
|
|
|
_currentGrenade = _currentGrenade select 0;
|
|
|
|
|
|
|
|
// get available magazines for that unit
|
|
|
|
_magazines = magazines _unit;
|
|
|
|
|
|
|
|
_grenades = [];
|
|
|
|
|
|
|
|
{
|
|
|
|
if (_x in _magazines) then {
|
|
|
|
_grenades pushBack _x;
|
|
|
|
};
|
|
|
|
false
|
|
|
|
} count ([GVAR(GrenadesAll), GVAR(GrenadesFrag), GVAR(GrenadesNonFrag)] select _type);
|
|
|
|
|
|
|
|
// abort if no grenades are available
|
|
|
|
if (_grenades isEqualTo []) exitWith {false};
|
|
|
|
|
|
|
|
// get next grenade muzzle
|
|
|
|
_nextGrenadeIndex = (_grenades find _currentGrenade) + 1;
|
|
|
|
|
|
|
|
// roll over if the last grenade was selected
|
|
|
|
if (_nextGrenadeIndex >= count _grenades) then {
|
|
|
|
_nextGrenadeIndex = 0;
|
|
|
|
};
|
|
|
|
|
|
|
|
_nextGrenade = _grenades select _nextGrenadeIndex;
|
|
|
|
|
|
|
|
// abort if the same grenade would be selected
|
|
|
|
if (_currentGrenade == _nextGrenade) exitWith {false};
|
|
|
|
|
2015-09-27 14:55:43 +00:00
|
|
|
// current best method to select a grenade: remove all grenades except the one you want to select, then add them back
|
2015-09-27 14:47:02 +00:00
|
|
|
_uniformGrenades = [uniformItems _unit, {_x in GVAR(GrenadesAll) && {_x != _nextGrenade}}] call EFUNC(common,filter);
|
|
|
|
_vestGrenades = [vestItems _unit, {_x in GVAR(GrenadesAll) && {_x != _nextGrenade}}] call EFUNC(common,filter);
|
|
|
|
_backpackGrenades = [backpackItems _unit, {_x in GVAR(GrenadesAll) && {_x != _nextGrenade}}] call EFUNC(common,filter);
|
|
|
|
|
|
|
|
// remove all grenades except those we are switching to --> this breaks the selector
|
|
|
|
{_unit removeItemFromUniform _x; false} count _uniformGrenades;
|
|
|
|
{_unit removeItemFromVest _x; false} count _vestGrenades;
|
|
|
|
{_unit removeItemFromBackpack _x; false} count _backpackGrenades;
|
|
|
|
|
|
|
|
// readd grenades
|
|
|
|
{_unit addItemToUniform _x; false} count _uniformGrenades;
|
|
|
|
{_unit addItemToVest _x; false} count _vestGrenades;
|
|
|
|
{_unit addItemToBackpack _x; false} count _backpackGrenades;
|
|
|
|
|
|
|
|
true
|