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CSW - Disable non-CSW rearm actions for CSW vehicles (#9255)
* improve CSW integration * do this more cleanly * code style * revert ammo handling check change
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@ -18,27 +18,33 @@
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params ["_vehicle", ["_targetTurret", true, [[], true]]];
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if (!(_vehicle isKindOf "StaticWeapon")) exitWith { [[],[]] }; // limit to statics for now
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// Assembly mode: [0=disabled, 1=enabled, 2=enabled&unload, 3=default]
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if ((GVAR(ammoHandling) == 0) && {!([false, true, true, GVAR(defaultAssemblyMode)] select (_vehicle getVariable [QGVAR(assemblyMode), 3]))}) exitWith { [[],[]] };
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private _return = [[], []];
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if !(_vehicle isKindOf "StaticWeapon") exitWith {_return}; // limit to statics for now
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// Assembly mode: [0=disabled, 1=enabled, 2=enabled&unload, 3=default]
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if ((GVAR(ammoHandling) == 0) && {!([false, true, true, GVAR(defaultAssemblyMode)] select (_vehicle getVariable [QGVAR(assemblyMode), 3]))}) exitWith {_return};
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private _turretMagsCSW = _return select 0;
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private _allCarryMags = _return select 1;
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private _turrets = allTurrets _vehicle;
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if (_targetTurret isNotEqualTo true) then {
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_turrets = _turrets select {_x isEqualTo _targetTurret};
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};
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private _turretMagsCSW = [];
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private _allCarryMags = [];
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{
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private _turretPath = _x;
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if ((_targetTurret isEqualTo true) || {_turretPath isEqualTo _targetTurret}) then {
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{
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private _weapon = _x;
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{
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private _weapon = _x;
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{
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private _xMag = _x;
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private _carryMag = _xMag call FUNC(getCarryMagazine);
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if (_carryMag != "") then {
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_turretMagsCSW pushBackUnique _xMag;
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_allCarryMags pushBackUnique _carryMag;
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};
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} forEach ([_weapon] call CBA_fnc_compatibleMagazines);
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} forEach (_vehicle weaponsTurret _turretPath);
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};
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} forEach (allTurrets _vehicle);
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private _xMag = _x;
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private _carryMag = _xMag call FUNC(getCarryMagazine);
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if (_carryMag != "") then {
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_turretMagsCSW pushBackUnique _xMag;
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_allCarryMags pushBackUnique _carryMag;
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};
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} forEach (compatibleMagazines _weapon);
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} forEach (_vehicle weaponsTurret _turretPath);
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} forEach _turrets;
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[_turretMagsCSW, _allCarryMags]
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_return
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@ -37,6 +37,9 @@ if ((missionNamespace getVariable [_proxyWeapon, objNull]) isEqualType {}) then
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};
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if (!_needed) exitWith { TRACE_2("not needed",_needed,_proxyWeapon); };
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// Rearm compatibility, prevent reloading entire static and breaking CSW
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_staticWeapon setVariable [QEGVAR(rearm,scriptedLoadout), true, true];
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TRACE_2("swapping to proxy weapon",_currentWeapon,_proxyWeapon);
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_staticWeapon removeWeaponTurret [_currentWeapon, _turret];
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_staticWeapon addWeaponTurret [_proxyWeapon, _turret];
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