ACE3/addons/rearm/functions/fnc_takeSuccess.sqf

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#include "script_component.hpp"
/*
* Author: GitHawk
* Takes a magazine from an ammo truck.
*
* Arguments:
* 0: Params <ARRAY>
* 0: Unit <OBJECT>
* 1: Magazine Classname <STRING>
* 2: Ammo Truck <OBJECT>
* 3: Target Vehicle or Player <OBJECT>
*
* Return Value:
* None
*
* Example:
* [[player, "500Rnd_127x99_mag_Tracer_Red", ammoTruck, targetVehicle]] call ace_rearm_fnc_takeSuccess
*
* Public: No
*/
params ["_args"];
_args params ["_unit", "_magazineClass", "_truck", "_vehicle"];
TRACE_4("takeSuccess",_unit,_magazineClass,_truck,_vehicle);
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private _success = true;
if (GVAR(supply) > 0) then {
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_success = [_truck, _magazineClass] call FUNC(removeMagazineFromSupply);
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};
if !(_success) exitWith {WARNING_2("takeSuccess failed to take [%1] from [%2]",_magazineClass,_truck);};
if (_vehicle == _unit) exitWith {
([_magazineClass] call FUNC(getCaliber)) params ["", "_idx"];
private _rounds = (REARM_COUNT select _idx);
TRACE_4("passing to csw",_unit,_magazineClass,_idx,_rounds);
[_unit, _magazineClass, _rounds] call EFUNC(csw,reload_handleReturnAmmo);
};
[_unit, "forceWalk", "ACE_rearm", true] call EFUNC(common,statusEffect_set);
[_unit, "blockThrow", "ACE_rearm", true] call EFUNC(common,statusEffect_set);
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private _dummy = [_unit, _magazineClass] call FUNC(createDummy);
[_dummy, _unit] call FUNC(pickUpAmmo);
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private _actionID = _unit addAction [
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format ["<t color='#FF0000'>%1</t>", localize ELSTRING(dragging,Drop)],
'(_this select 0) call FUNC(dropAmmo)',
nil,
20,
false,
true,
"",
'!isNull (_target getVariable [QGVAR(dummy), objNull])'
];
_unit setVariable [QGVAR(ReleaseActionID), _actionID];