ACE3/addons/rearm/functions/fnc_addRearmActions.sqf

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#include "script_component.hpp"
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/*
* Author: GitHawk
* Show the resupplyable ammunition of all surrounding vehicles.
*
* Arguments:
* 0: Ammo Truck <OBJECT>
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*
* Return Value:
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* ChildActions <ARRAY>
*
* Example:
* [tank] call ace_rearm_fnc_addRearmActions
*
* Public: No
*/
params ["_truck"];
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private _vehicles = nearestObjects [_truck, ["AllVehicles"], 20];
_vehicles = _vehicles select {(_x != _truck) && {!(_x isKindOf "CAManBase")} && {!(_x getVariable [QGVAR(disabled), false])}};
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private _vehicleActions = [];
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{
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private _vehicle = _x;
// Array of magazines that can be rearmed in the vehicle
private _needRearmMags = ([_vehicle] call FUNC(getNeedRearmMagazines)) apply {_x select 0};
// _needRearmMags without duplicates
private _magazineHelper = _needRearmMags arrayIntersect _needRearmMags;
_magazineHelper = _magazineHelper select {[_truck, _x] call FUNC(hasEnoughSupply)};
TRACE_2("can add",_x,_magazineHelper);
if (!(_magazineHelper isEqualTo [])) then {
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private _icon = getText(configFile >> "CfgVehicles" >> (typeOf _vehicle) >> "Icon");
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if !((_icon select [0, 1]) == "\") then {
_icon = "";
};
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if (GVAR(level) == 0) then {
// [Level 0] adds a single action to rearm the entire vic
private _action = [
_vehicle,
getText(configFile >> "CfgVehicles" >> (typeOf _vehicle) >> "displayName"),
_icon,
{_this call FUNC(rearmEntireVehicle)},
{true},
{},
_vehicle
] call EFUNC(interact_menu,createAction);
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_vehicleActions pushBack [_action, [], _truck];
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} else {
// [Level 1,2] - Add actions for each magazine
private _actions = [];
{
private _action = [
_x,
getText(configFile >> "CfgMagazines" >> _x >> "displayName"),
getText(configFile >> "CfgMagazines" >> _x >> "picture"),
{_this call FUNC(takeAmmo)},
{true},
{},
[_x, _vehicle]
] call EFUNC(interact_menu,createAction);
_actions pushBack [_action, [], _truck];
} forEach _magazineHelper;
private _action = [
_vehicle,
getText(configFile >> "CfgVehicles" >> (typeOf _vehicle) >> "displayName"),
_icon,
{},
{true},
{},
[]
] call EFUNC(interact_menu,createAction);
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_vehicleActions pushBack [_action, _actions, _truck];
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};
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};
} forEach _vehicles;
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_vehicleActions