ACE3/addons/explosives/functions/fnc_getPlacedExplosives.sqf

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#include "..\script_component.hpp"
/*
* Author: Garth 'L-H' de Wet
* Gets all placed explosives by unit, optionally filtered by specific trigger type.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Trigger classname - filter (optional) <STRING>
*
* Return Value:
* Explosives <ARRAY>
*
* Example:
* _allExplosives = [player] call ACE_Explosives_fnc_getPlacedExplosives;
* _deadmanExplosives = [player, "DeadManSwitch"] call ACE_Explosives_fnc_getPlacedExplosives;
*
* Public: Yes
*/
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// IGNORE_PRIVATE_WARNING(_allExplosives,_deadmanExplosives);
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params ["_unit"];
TRACE_1("params",_unit);
private _filter = nil;
if (count _this > 1) then {
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_filter = ConfigFile >> "ACE_Triggers" >> (_this select 1);
};
private _clackerList = [];
private _adjustedList = false;
_clackerList = _unit getVariable [QGVAR(Clackers), []];
private _list = [];
{
if (isNull (_x select 0)) then {
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_clackerList set [_forEachIndex, "X"];
_adjustedList = true;
} else {
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if (isNil "_filter" || {(ConfigFile >> "ACE_Triggers" >> (_x select 4)) == _filter}) then {
_list pushBack _x;
};
};
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} forEach _clackerList;
if (_adjustedList) then {
_clackerList = _clackerList - ["X"];
if (count _clackerList == 0) then {
_unit setVariable [QGVAR(Clackers), nil, true];
} else {
_unit setVariable [QGVAR(Clackers), _clackerList, true];
};
};
_list