ACE3/addons/rearm/functions/fnc_rearmSuccessLocal.sqf

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#include "script_component.hpp"
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/*
* Author: GitHawk
* Rearms a vehicle on the turret owner.
*
* Arguments:
* 0: Vehicle <OBJECT>
* 1: Unit <OBJECT>
* 2: Turret Path <ARRAY>
* 3: Number of magazines <NUMBER>
* 4: Magazine Classname <STRING>
* 5: Number of rounds <NUMBER>
* 6: Pylon Index <NUMBER>
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*
* Return Value:
* None
*
* Example:
* [vehicle, player, [-1], 2, "5000Rnd_762x51_Belt", 500, ""] call ace_rearm_fnc_rearmSuccessLocal
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*
* Public: No
*/
params ["_vehicle", "_unit", "_turretPath", "_numMagazines", "_magazineClass", "_numRounds", "_pylon"];
TRACE_7("rearmSuccessLocal",_vehicle,_unit,_turretPath,_numMagazines,_magazineClass,_numRounds,_pylon);
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private _rounds = getNumber (configFile >> "CfgMagazines" >> _magazineClass >> "count");
if (_pylon > 0) exitWith {
if (GVAR(level) == 1) then {
// Fill magazine completely
if (_turretPath isEqualTo [-1]) then {_turretPath = [];}; // Convert back to pylon turret format
TRACE_3("",_pylon,_magazineClass,_rounds);
_vehicle setPylonLoadOut [_pylon, _magazineClass, true, _turretPath];
[QEGVAR(common,displayTextStructured), [[LSTRING(Hint_RearmedTriple), _rounds,
getText(configFile >> "CfgMagazines" >> _magazineClass >> "displayName"),
getText(configOf _vehicle >> "displayName")], 3, _unit], [_unit]] call CBA_fnc_targetEvent;
} else {
// Fill only at most _numRounds
if (_turretPath isEqualTo [-1]) then {_turretPath = [];}; // Convert back to pylon turret format
private _currentCount = _vehicle ammoOnPylon _pylon;
private _newCount = ((_currentCount max 0) + _numRounds) min _rounds;
TRACE_3("",_pylon,_magazineClass,_newCount);
_vehicle setPylonLoadOut [_pylon, _magazineClass, true, _turretPath];
_vehicle setAmmoOnPylon [_pylon, _newCount];
[QEGVAR(common,displayTextStructured), [[LSTRING(Hint_RearmedTriple), _numRounds,
getText(configFile >> "CfgMagazines" >> _magazineClass >> "displayName"),
getText(configOf _vehicle >> "displayName")], 3, _unit], [_unit]] call CBA_fnc_targetEvent;
};
};
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private _currentRounds = 0;
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private _maxMagazines = [_vehicle, _turretPath, _magazineClass] call FUNC(getMaxMagazines);
private _ammoCounts = [_vehicle, _turretPath, _magazineClass] call FUNC(getTurretMagazineAmmo);
TRACE_3("start",_magazineClass,_maxMagazines,_ammoCounts);
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private _ammoToAdd = if (GVAR(level) == 2) then {_numRounds} else {_rounds};
private _ammoAdded = 0;
private _arrayModified = false; // skip needing to remove and re-add mags, if we are only adding new ones
{
if (_x < _rounds) then {
private _xAdd = _ammoToAdd min (_rounds - _x);
_ammoToAdd = _ammoToAdd - _xAdd;
_ammoAdded = _ammoAdded + _xAdd;
TRACE_3("adding to existing mag",_forEachIndex,_x,_xAdd);
_ammoCounts set [_forEachIndex, _x + _xAdd];
_arrayModified = true;
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};
} forEach _ammoCounts;
while {((count _ammoCounts) < _maxMagazines) && {_ammoToAdd > 0}} do {
private _xAdd = _ammoToAdd min _rounds;
_ammoToAdd = _ammoToAdd - _xAdd;
_ammoAdded = _ammoAdded + _xAdd;
_ammoCounts pushBack _xAdd;
if (_arrayModified) then {
TRACE_1("adding new mag to array",_xAdd);
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} else {
TRACE_1("adding new mag directly",_xAdd);
_vehicle addMagazineTurret [_magazineClass, _turretPath, _xAdd];
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};
};
TRACE_3("finish",_ammoToAdd,_ammoAdded,_arrayModified);
if (_arrayModified) then { // only need to call this if we modified the array, otherwise they are already added
[_vehicle, _turretPath, _magazineClass, _ammoCounts] call FUNC(setTurretMagazineAmmo);
};
if (_ammoAdded == 0) exitWith {ERROR_1("could not load any ammo - %1",_this);};
[QEGVAR(common,displayTextStructured), [[LSTRING(Hint_RearmedTriple), _ammoAdded,
_magazineClass call FUNC(getMagazineName),
getText(configOf _vehicle >> "displayName")], 3, _unit], [_unit]] call CBA_fnc_targetEvent;