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@ -5,7 +5,6 @@ PREP(aceRearmGetCarryMagazines);
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PREP(ai_handleFired);
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PREP(ai_handleGetIn);
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PREP(ai_reload);
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PREP(ai_unloadMagazines);
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PREP(assemble_canDeployTripod);
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PREP(assemble_canDeployWeapon);
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@ -37,6 +36,7 @@ PREP(reload_handleAddTurretMag);
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PREP(reload_handleRemoveTurretMag);
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PREP(reload_handleReturnAmmo);
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PREP(reload_loadMagazine);
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PREP(unloadMagazines);
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PREP(staticWeaponInit);
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PREP(staticWeaponInit_unloadExtraMags);
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@ -23,7 +23,7 @@ if (_loadableMagazines isEqualTo []) exitWith {TRACE_1("could not find reloadabl
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private _forcedMag = _vehicle getVariable [QGVAR(forcedMag), ""];
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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, _gunner, [_gunner] call EFUNC(common,getTurretIndex)] call FUNC(ai_unloadMagazine)};
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if (someAmmo _vehicle) then {[_vehicle, [_gunner] call EFUNC(common,getTurretIndex)] call FUNC(unloadMagazines)};
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private _bestAmmo = 0;
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private _magazineInfo = [];
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@ -1,19 +1,24 @@
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#include "script_component.hpp"
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/*
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* Author: LinkIsGrim
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* Switch loaded magazine on an AI CSW
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* Unloads and returns magazines from a CSW
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*
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* Arguments:
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* 0: CSW <OBJECT>
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* 1: Gunner <OBJECT>
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* 2: Turret Path <ARRAY>
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* 0: CSW <OBJECT> (default: objNull)
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* 1: Turret Path <ARRAY> (default: [0], gunner turret)
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* 2: Return removed magazines <BOOL> (default: true)
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*
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* Return Value:
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* None
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*
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* Public: No
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* Example:
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* [cursorTarget, [0]] call ace_csw_fnc_unloadMagazines
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*
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* Public: Yes
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*/
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params ["_vehicle", "_gunner", "_turretPath"];
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params [["_vehicle", objNull, [objNull]], ["_turretPath", [0], [0]], ["_returnMags", true, [true]]];
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if (isNull _vehicle) exitWith {};
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private _magsToRemove = [];
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private _containerMagazineClassnames = [];
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@ -38,6 +43,8 @@ private _containerMagazineCount = [];
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_vehicle removeMagazinesTurret _x;
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} forEach _magsToRemove;
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{
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[_vehicle, _x, _containerMagazineCount select _forEachIndex] call FUNC(reload_handleReturnAmmo);
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} forEach _containerMagazineClassnames;
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if (_returnMags) then {
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{
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[_vehicle, _x, _containerMagazineCount select _forEachIndex] call FUNC(reload_handleReturnAmmo);
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} forEach _containerMagazineClassnames;
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};
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