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Common - Use existing weapon holders for FUNC(addToInventory)
(#9895)
* Reuse existing weapon holders * Update fnc_addToInventory.sqf * Return correct weapon holder
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@ -1,7 +1,7 @@
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#include "..\script_component.hpp"
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#include "..\script_component.hpp"
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/*
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/*
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* Author: Garth 'L-H' de Wet
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* Author: Garth 'L-H' de Wet
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* Adds an item, weapon, or magazine to the unit's inventory or places it in a weaponHolder if no space.
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* Adds an item, weapon, or magazine to the unit's inventory or places it in a weapon holder if no space.
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*
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*
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* Arguments:
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* Arguments:
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* 0: Unit <OBJECT>
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* 0: Unit <OBJECT>
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@ -11,10 +11,10 @@
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*
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*
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* Return Value:
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* Return Value:
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* 0: Added to player <BOOL>
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* 0: Added to player <BOOL>
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* 1: weaponholder <OBJECT>
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* 1: Weapon holder item was placed in <OBJECT>
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*
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*
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* Example:
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* Example:
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* [bob, "classname", "", 5] call ace_common_fnc_addToInventory
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* [player, "30Rnd_65x39_caseless_mag", "", 5] call ace_common_fnc_addToInventory
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*
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*
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* Public: Yes
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* Public: Yes
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*/
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*/
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@ -26,6 +26,7 @@ private _type = _classname call FUNC(getItemType);
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private _canAdd = false;
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private _canAdd = false;
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private _canFitWeaponSlot = false;
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private _canFitWeaponSlot = false;
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private _addedToUnit = false;
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private _addedToUnit = false;
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private _weaponHolder = _unit;
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switch (_container) do {
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switch (_container) do {
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case "vest": {
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case "vest": {
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@ -94,11 +95,13 @@ switch (_type select 0) do {
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} else {
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} else {
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_addedToUnit = false;
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_addedToUnit = false;
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private _pos = _unit modelToWorldVisual [0,1,0.05];
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_weaponHolder = nearestObject [_unit, "WeaponHolder"];
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_unit = createVehicle ["WeaponHolder_Single_F", _pos, [], 0, "NONE"];
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if (isNull _weaponHolder || {_unit distance _weaponHolder > 2}) then {
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_unit addWeaponCargoGlobal [_classname, 1];
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_weaponHolder = createVehicle ["GroundWeaponHolder", _unit, [], 0, "CAN_COLLIDE"];
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_unit setPosATL _pos;
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};
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_weaponHolder addWeaponCargoGlobal [_classname, 1];
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};
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};
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};
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};
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@ -127,11 +130,13 @@ switch (_type select 0) do {
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} else {
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} else {
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_addedToUnit = false;
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_addedToUnit = false;
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private _pos = _unit modelToWorldVisual [0,1,0.05];
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_weaponHolder = nearestObject [_unit, "WeaponHolder"];
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_unit = createVehicle ["WeaponHolder_Single_F", _pos, [], 0, "NONE"];
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if (isNull _weaponHolder || {_unit distance _weaponHolder > 2}) then {
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_unit addMagazineAmmoCargo [_classname, 1, _ammoCount];
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_weaponHolder = createVehicle ["GroundWeaponHolder", _unit, [], 0, "CAN_COLLIDE"];
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_unit setPosATL _pos;
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};
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_weaponHolder addMagazineAmmoCargo [_classname, 1, _ammoCount];
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};
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};
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};
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};
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@ -156,11 +161,13 @@ switch (_type select 0) do {
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} else {
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} else {
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_addedToUnit = false;
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_addedToUnit = false;
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private _pos = _unit modelToWorldVisual [0,1,0.05];
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_weaponHolder = nearestObject [_unit, "WeaponHolder"];
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_unit = createVehicle ["WeaponHolder_Single_F", _pos, [], 0, "NONE"];
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if (isNull _weaponHolder || {_unit distance _weaponHolder > 2}) then {
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_unit addItemCargoGlobal [_classname, 1];
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_weaponHolder = createVehicle ["GroundWeaponHolder", _unit, [], 0, "CAN_COLLIDE"];
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_unit setPosATL _pos;
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};
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_weaponHolder addItemCargoGlobal [_classname, 1];
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};
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};
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};
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};
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@ -170,4 +177,4 @@ switch (_type select 0) do {
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};
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};
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};
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};
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[_addedToUnit, _unit]
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[_addedToUnit, _weaponHolder]
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