ACE3/addons/common/functions/fnc_setAllGear.sqf

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/*
* Author: bux578, commy2
* Applies gear to unit. It must be called in the machine in which the unit is local.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: All Gear based on return value of ACE_common_fnc_getAllGear <ARRAY>
* 2: Remove all attachments from weapons? (default: false) <BOOL>
* 3: Remove all items from prefilled backpacks? (default: false) <BOOL>
*
* Return Value:
* None
*
* Example:
* [player, gear_array, true, true] call ace_common_fnc_setAllGear
*
* Public: Yes
*/
#include "script_component.hpp"
params ["_unit", "_allGear", ["_clearAttachments", false], ["_clearBackpack", false]];
if (!local _unit) exitWith {
ACE_LOGWARNING_1("setAllGear - %1 has to be local.",_unit);
};
// remove all starting gear of a player
removeAllWeapons _unit;
removeGoggles _unit;
removeHeadgear _unit;
removeVest _unit;
removeUniform _unit;
removeAllAssignedItems _unit;
removeBackpack _unit;
_allGear params [
"_headgear", "_goggles",
"_uniform", "_uniformitems",
"_vest", "_vestitems",
"_backpack", "_backpackitems",
"_primaryweapon", "_primaryweaponitems", "_primaryweaponmagazine",
"_secondaryweapon", "_secondaryweaponitems", "_secondaryweaponmagazine",
"_handgunweapon", "_handgunweaponitems", "_handgunweaponmagazine",
"_assigneditems",
"_binocular",
"_binocularmagazine"
];
// start restoring the items
if (_headgear != "") then {_unit addHeadgear _headgear};
if (_goggles != "") then {_unit addGoggles _goggles};
// ensure all weapons being loaded
_unit addBackpack "ACE_FakeBackpack";
// primaryWeapon
if (_primaryweapon != "") then {
{
_unit addMagazine _x;
false
} count _primaryweaponmagazine;
_unit addWeapon _primaryweapon;
if (_clearAttachments) then {
removeAllPrimaryWeaponItems _unit;
};
{
if (_x != "") then {
_unit addPrimaryWeaponItem _x;
};
false
} count _primaryweaponitems;
};
// secondaryWeapon
if (_secondaryweapon != "") then {
{
_unit addMagazine _x;
false
} count _secondaryweaponmagazine;
_unit addWeapon _secondaryweapon;
if (_clearAttachments) then {
//removeAllSecondaryWeaponItems _unit;
{
_unit removeSecondaryWeaponItem _x;
false
} count secondaryWeaponItems _unit;
};
{
if (_x != "") then {
_unit addSecondaryWeaponItem _x;
};
false
} count _secondaryweaponitems;
};
// handgun
if (_handgunweapon != "") then {
{
_unit addMagazine _x;
false
} count _handgunweaponmagazine;
_unit addWeapon _handgunweapon;
if (_clearAttachments) then {
removeAllHandgunItems _unit;
};
{
if (_x != "") then {
_unit addHandgunItem _x;
};
false
} count _handgunweaponitems;
};
// binocular
_unit addWeapon _binocular;
_unit addMagazine _binocularmagazine;
// done with dummy backpack. now remove
removeBackpack _unit;
// uniform
if (_uniform != "") then {
_unit forceAddUniform _uniform;
};
{
_unit addItemToUniform _x;
false
} count _uniformitems;
// vest
if (_vest != "") then {
_unit addVest _vest;
};
{
_unit addItemToVest _x;
false
} count _vestitems;
// backpack
if (_backpack != "") then {
_unit addBackpack _backpack;
if (_clearBackpack) then {
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private _backpackObject = unitBackpack _unit;
clearMagazineCargoGlobal _backpackObject;
clearWeaponCargoGlobal _backpackObject;
clearItemCargoGlobal _backpackObject;
};
{
_unit addItemToBackpack _x;
false
} count _backpackitems;
};
// assigned items
_assignedItems deleteAt (_assignedItems find _binocular);
{
_unit linkItem _x;
false
} count _assignedItems;
nil