ACE3/addons/csw/functions/fnc_ai_reload.sqf

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#include "..\script_component.hpp"
/*
* Author: PabstMirror, LinkIsGrim
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* Handles AI reloading.
*
* Arguments:
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* 0: CSW <OBJECT>
* 1: Gunner <OBJECT>
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* 2: Skip reload time <BOOL> (default: false)
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* 3: Clear forced magazine after reloading (default: true)
*
* Return Value:
* None
*
* Public: No
*/
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params ["_vehicle", "_gunner", ["_instantReload", false], ["_clearForcedMag", false]];
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TRACE_3("AI reload",_vehicle,_gunner,_instantReload);
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// API, used for ai_switchMagazine
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private _forcedMag = _vehicle getVariable [QGVAR(forcedMag), ""];
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private _turretIndex = [_gunner] call EFUNC(common,getTurretIndex);
if (_turretIndex isEqualTo []) then {
_turretIndex = [0];
};
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// If this is called while CSW has ammo, unload mags in gunner's turret
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if (someAmmo _vehicle) then {[_vehicle, _turretIndex] call FUNC(unloadMagazines)};
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private _loadableMagazines = [_vehicle, _gunner, true] call FUNC(reload_getLoadableMagazines);
if (_loadableMagazines isEqualTo []) exitWith {TRACE_1("could not find reloadable mag",_vehicle)};
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private _bestAmmo = 0;
private _magazineInfo = [];
{
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_x params ["_xMag", "", "", "", "", "_ammo"];
if (_forcedMag isNotEqualTo "" && {_xMag != _forcedMag}) then {continue};
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if (_ammo > _bestAmmo) then {
_bestAmmo = _ammo;
_magazineInfo = _x;
};
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} forEach _loadableMagazines;
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if (_clearForcedMag) then {
_vehicle setVariable [QGVAR(forcedMag), nil, true];
};
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if (_magazineInfo isEqualTo []) exitWith {};
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_magazineInfo params ["_carryMag", "_turretPath", "_loadInfo", "_magSource", "", "_ammo"];
// Remove the mag from the source
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[_magSource, _carryMag, _ammo] call EFUNC(common,removeSpecificMagazine);
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// AI never returns ammo and removes the magazine before reloading, so we can skip distance and weaponHolder checks
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private _eventParams = [_vehicle, _turretPath, objNull, _carryMag, _ammo, _gunner];
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if (_instantReload) exitWith {
TRACE_1("calling addTurretMag event: instant AI reload",_this);
[QGVAR(addTurretMag), _eventParams] call CBA_fnc_globalEvent;
};
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private _timeToLoad = GET_NUMBER(configOf _vehicle >> QUOTE(ADDON) >> "ammoLoadTime", 1);
TRACE_1("Reloading in progress",_timeToLoad);
[{
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params ["_vehicle", "", "", "", "", "_gunner"];
if !(alive _vehicle && {alive _gunner}) exitWith {TRACE_2("invalid state",alive _vehicle,alive _gunner);};
// Reload the static weapon
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TRACE_1("calling addTurretMag event: AI reload",_this);
[QGVAR(addTurretMag), _this] call CBA_fnc_globalEvent;
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}, _eventParams, _timeToLoad] call CBA_fnc_waitAndExecute;