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#1081 - Fix binocular dupe
binocs are weapons and items at the same time. need to properly drop binocs because stuff like deisgnator can have ammo
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@ -102,7 +102,7 @@ if (!([_targetMagazinesStart, _targetMagazinesEnd, _holderMagazinesStart, _holde
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//Remove Items, Assigned Items and NVG
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_holderItemsStart = getitemCargo _holder;
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_targetItemsStart = (assignedItems _target) + (items _target);
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_targetItemsStart = (assignedItems _target) + (items _target) - (weapons _target);
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if ((headgear _target) != "") then {_targetItemsStart pushBack (headgear _target);};
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if ((goggles _target) != "") then {_targetItemsStart pushBack (goggles _target);};
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@ -132,7 +132,7 @@ _addToCrateCount = [];
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} forEach _addToCrateClassnames;
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_holderItemsEnd = getitemCargo _holder;
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_targetItemsEnd = (assignedItems _target) + (items _target);
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_targetItemsEnd = (assignedItems _target) + (items _target) - (weapons _target);
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if ((headgear _target) != "") then {_targetItemsEnd pushBack (headgear _target);};
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if ((goggles _target) != "") then {_targetItemsEnd pushBack (goggles _target);};
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@ -146,6 +146,16 @@ if ((([_holderItemsEnd select 1] call _fncSumArray) - ([_holderItemsStart select
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[_caller, _target, "Debug: Items Not Added to Holder"] call FUNC(eventTargetFinish);
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};
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//Script drop uniforms/vest if empty
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if (((uniform _target) != "") && {(uniform _target) in _listOfItemsToRemove} && {(uniformItems _target) isEqualTo []}) then {
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_holder addItemCargoGlobal [(uniform _target), 1];
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removeUniform _target;
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};
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if (((vest _target) != "") && {(vest _target) in _listOfItemsToRemove} && {(vestItems _target) isEqualTo []}) then {
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_holder addItemCargoGlobal [(vest _target), 1];
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removeVest _target;
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};
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//If holder is still empty, it will be 'garbage collected' while we wait for the drop 'action' to take place
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//So add a dummy item and just remove at the end
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@ -19,7 +19,7 @@ PARAMS_1(_target);
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private ["_allItems", "_classnamesCount", "_index", "_uniqueClassnames"];
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_allItems = ((weapons _target) + (magazines _target) + (items _target) + (assignedItems _target));
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_allItems = (((items _target) + (assignedItems _target)) - (weapons _target)) + (weapons _target) + (magazines _target);
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if ((backpack _target) != "") then {
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_allItems pushBack (backpack _target);
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@ -28,7 +28,7 @@ private ["_classname", "_count", "_displayName", "_picture"];
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_classname = _x;
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_count = (_itemsCountArray select 1) select _forEachIndex;
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if (_classname != DUMMY_ITEM) then { //Don't show the dummy potato
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if ((_classname != DUMMY_ITEM) && {_classname != "ACE_FakePrimaryWeapon"}) then { //Don't show the dummy potato or fake weapon
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switch (true) do {
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case (isClass (configFile >> "CfgWeapons" >> _classname)): {
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@ -53,8 +53,8 @@ private ["_classname", "_count", "_displayName", "_picture"];
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};
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_listBoxCtrl lbAdd format ["%1", _displayName];
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_listBoxCtrl lbSetData [_forEachIndex, _classname];
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_listBoxCtrl lbSetPicture [_forEachIndex, _picture];
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_listBoxCtrl lbSetTextRight [_forEachIndex, str _count];
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_listBoxCtrl lbSetData [((lbSize _listBoxCtrl) - 1), _classname];
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_listBoxCtrl lbSetPicture [((lbSize _listBoxCtrl) - 1), _picture];
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_listBoxCtrl lbSetTextRight [((lbSize _listBoxCtrl) - 1), str _count];
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};
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} forEach (_itemsCountArray select 0);
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