2015-10-03 23:26:38 +00:00
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/*
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* Author: bux578, commy2
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2016-02-05 13:18:36 +00:00
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* Applies gear to unit. It must be called in the machine in which the unit is local.
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2015-10-03 23:26:38 +00:00
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: All Gear based on return value of ACE_common_fnc_getAllGear <ARRAY>
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* 2: Remove all attachments from weapons? (default: false) <BOOL>
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* 3: Remove all items from prefilled backpacks? (default: false) <BOOL>
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*
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* Return Value:
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* None
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*
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* Example:
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* [player, gear_array, true, true] call ace_common_fnc_setAllGear
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*
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* Public: Yes
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*/
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#include "script_component.hpp"
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params ["_unit", "_allGear", ["_clearAttachments", false], ["_clearBackpack", false]];
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2016-02-05 20:14:20 +00:00
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if (!local _unit) exitWith {
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ACE_LOGWARNING_1("setAllGear - %1 has to be local.",_unit);
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};
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2015-10-03 23:26:38 +00:00
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// remove all starting gear of a player
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removeAllWeapons _unit;
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removeGoggles _unit;
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removeHeadgear _unit;
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removeVest _unit;
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removeUniform _unit;
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removeAllAssignedItems _unit;
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removeBackpack _unit;
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_allGear params [
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"_headgear", "_goggles",
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"_uniform", "_uniformitems",
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"_vest", "_vestitems",
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"_backpack", "_backpackitems",
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"_primaryweapon", "_primaryweaponitems", "_primaryweaponmagazine",
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"_secondaryweapon", "_secondaryweaponitems", "_secondaryweaponmagazine",
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"_handgunweapon", "_handgunweaponitems", "_handgunweaponmagazine",
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"_assigneditems",
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"_binocular",
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"_binocularmagazine"
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];
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// start restoring the items
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if (_headgear != "") then {_unit addHeadgear _headgear};
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if (_goggles != "") then {_unit addGoggles _goggles};
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// ensure all weapons being loaded
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_unit addBackpack "ACE_FakeBackpack";
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// primaryWeapon
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if (_primaryweapon != "") then {
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{
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_unit addMagazine _x;
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false
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} count _primaryweaponmagazine;
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_unit addWeapon _primaryweapon;
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if (_clearAttachments) then {
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removeAllPrimaryWeaponItems _unit;
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};
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{
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if (_x != "") then {
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_unit addPrimaryWeaponItem _x;
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};
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false
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} count _primaryweaponitems;
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};
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// secondaryWeapon
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if (_secondaryweapon != "") then {
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{
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_unit addMagazine _x;
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false
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} count _secondaryweaponmagazine;
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_unit addWeapon _secondaryweapon;
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if (_clearAttachments) then {
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//removeAllSecondaryWeaponItems _unit;
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{
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_unit removeSecondaryWeaponItem _x;
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false
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} count secondaryWeaponItems _unit;
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};
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{
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if (_x != "") then {
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_unit addSecondaryWeaponItem _x;
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};
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false
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} count _secondaryweaponitems;
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};
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// handgun
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if (_handgunweapon != "") then {
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{
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_unit addMagazine _x;
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false
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} count _handgunweaponmagazine;
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_unit addWeapon _handgunweapon;
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if (_clearAttachments) then {
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removeAllHandgunItems _unit;
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};
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{
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if (_x != "") then {
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_unit addHandgunItem _x;
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};
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false
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} count _handgunweaponitems;
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};
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// binocular
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_unit addWeapon _binocular;
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_unit addMagazine _binocularmagazine;
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// done with dummy backpack. now remove
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removeBackpack _unit;
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// uniform
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if (_uniform != "") then {
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_unit forceAddUniform _uniform;
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};
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{
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_unit addItemToUniform _x;
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false
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} count _uniformitems;
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// vest
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if (_vest != "") then {
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_unit addVest _vest;
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};
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{
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_unit addItemToVest _x;
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false
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} count _vestitems;
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// backpack
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if (_backpack != "") then {
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_unit addBackpack _backpack;
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if (_clearBackpack) then {
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2015-11-17 16:43:07 +00:00
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private _backpackObject = unitBackpack _unit;
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2015-10-03 23:26:38 +00:00
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clearMagazineCargoGlobal _backpackObject;
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clearWeaponCargoGlobal _backpackObject;
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clearItemCargoGlobal _backpackObject;
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};
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{
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_unit addItemToBackpack _x;
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false
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} count _backpackitems;
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};
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// assigned items
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_assignedItems deleteAt (_assignedItems find _binocular);
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{
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_unit linkItem _x;
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false
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} count _assignedItems;
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nil
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