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Fix rearming for vehicles using magazine wells
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@ -30,7 +30,7 @@ private _magLoadedInWeapon = false;
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private _loadedWeapon = "";
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{
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private _currentlyLoadedMag = (weaponState [_vehicle, _turretPath, _x]) select 3;
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if (_currentlyLoadedMag isEqualTo _magazineClass) exitWith {
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_magLoadedInWeapon = true;
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_loadedWeapon = _x;
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@ -47,37 +47,36 @@ if (!_magLoadedInWeapon) then {
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{
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_vehicle addMagazineTurret [_magazineClass, _turretPath, _x];
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} forEach _ammoCounts;
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} else {
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/* Special hack case:
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* The magazine class was loaded into a weapon. If the weapon has more than one type of
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* magazine (e.g. AP and HEAT in a cannon), then removing all magazines would trigger the
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* weapon to load a different magazine type. For example, removing the HEAT shells while HEAT
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* is loaded makes the cannon switch to AP.
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*
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*
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* To prevent that, we must remove all magazines that would fit into the weapon and then add
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* them back with the magazine-to-be-loaded being the first. */
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private _allowedMagClassesInWeapon = getArray (configFile >> "CfgWeapons" >> _loadedWeapon >> "magazines");
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private _allowedMagClassesInWeapon = [_loadedWeapon] call CBA_fnc_compatibleMagazines;
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/* Current ammo counts of all allowed magazine classes in weapon.
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* Example: [["8Rnd_82mm_Mo_shells", [8, 8, 2]], ["8Rnd_82mm_Mo_Flare_white", [7]]] */
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private _ammoCountsByMagClass = _allowedMagClassesInWeapon apply {[_x, ([_vehicle, _turretPath, _x] call FUNC(getTurretMagazineAmmo))]};
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// Removing all magazines that fit into the weapon.
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{
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_vehicle removeMagazinesTurret [_x, _turretPath];
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} forEach _allowedMagClassesInWeapon;
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// Adding the mags of the given class first with updated ammo counts.
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{
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_vehicle addMagazineTurret [_magazineClass, _turretPath, _x];
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} forEach _ammoCounts;
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// Adding back all other magazines with their original ammo counts.
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{
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_x params ["_loopMagClass", "_loopAmmoCounts"];
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if (!(_loopMagClass isEqualTo _magazineClass)) then {
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{
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_vehicle addMagazineTurret [_loopMagClass, _turretPath, _x];
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