ACE3/addons/weaponselect/functions/fnc_selectGrenadeAll.sqf

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/*
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* Author: esteldunedain, commy2
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*
* Cycle through all grenades.
*
* Argument:
* None
*
* Return value:
* None
*/
#include "script_component.hpp"
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private ["_text", "_nextMuzzle"];
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PARAMS_1(_unit);
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_nextMuzzle = ["All"] call FUNC(findNextGrenadeMuzzle);
if (_nextMuzzle != "") then {
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private ["_magazines", "_magazine", "_count", "_return"];
_magazines = GVAR(AllMagazines) select (GVAR(AllMuzzles) find _nextMuzzle);
reverse _magazines;
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_magazine = "";
_count = {_return = _x in _magazines; if (_return) then {_magazine = _x}; _return} count magazines _unit;
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// There is a muzzle with magazines --> cycle to it
[_unit, _nextMuzzle] call FUNC(setNextGrenadeMuzzle);
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[_magazine, _count] call FUNC(displayGrenadeTypeAndNumber);
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} else {
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// There is a no muzzle with magazines --> select nothing
GVAR(CurrentGrenadeMuzzleFrag) = ""; GVAR(CurrentGrenadeMuzzleOther) = "";
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if (GVAR(DisplayText)) then {
_text = [localize STRING(NoGrenadesLeft), [1,0,0]] call EFUNC(common,stringToColoredText);
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[composeText [lineBreak, _text]] call EFUNC(common,displayTextStructured);
};
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};
if (_nextMuzzle in GVAR(FragMuzzles)) then {
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GVAR(CurrentGrenadeMuzzleFrag) = _nextMuzzle;
GVAR(CurrentGrenadeMuzzleIsFrag) = true;
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} else {
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GVAR(CurrentGrenadeMuzzleOther) = _nextMuzzle;
GVAR(CurrentGrenadeMuzzleIsFrag) = false;
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};