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add forcedMag and ai_unloadMagazines
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@ -5,6 +5,7 @@ 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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@ -6,38 +6,50 @@
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* Arguments:
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* 0: CSW <OBJECT>
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* 1: Gunner <OBJECT>
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* 2: Weapon <STRING>
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* 2: Skip reload time <BOOL> (default: false)
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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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*/
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params ["_vehicle", "_gunner", "_weapon"];
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TRACE_3("AI reload",_vehicle,_gunner,_weapon);
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params ["_vehicle", "_gunner", ["_instantReload", false]];
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TRACE_3("AI reload",_vehicle,_gunner,_instantReload);
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private _loadableMagazines = [_vehicle, _gunner, true] call FUNC(reload_getLoadableMagazines);
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if (_loadableMagazines isEqualTo []) exitWith {TRACE_1("could not find reloadable mag",_vehicle)};
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// API, to be used by artillerytables
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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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private _bestAmmo = 0;
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private _magazineInfo = [];
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{
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_x params ["", "", "", "", "", "_ammo"];
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_x params ["_xMag", "", "", "", "", "_ammo"];
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if (_forcedMag isNotEqualTo "" && {_xMag != _forcedMag}) then {continue};
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if (_ammo > _bestAmmo) then {
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_bestAmmo = _ammo;
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_magazineInfo = _x;
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};
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} forEach _loadableMagazines;
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if (_magazineInfo isEqualTo []) exitWith {};
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_magazineInfo params ["_carryMag", "_turretPath", "_loadInfo", "_magSource", "", "_ammo"];
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// Remove the mag from the source
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[_magSource, _carryMag, _ammo] call EFUNC(common,removeSpecificMagazine);
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// see fnc_reload_loadMagazine #L54
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// AI never returns ammo and removes the magazine before reloading, so we can skip distance and weaponHolder checks
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private _eventParams = [_vehicle, _turretPath, objNull, _carryMag, _ammo, _gunner];
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if (_instantReload) exitWith {
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TRACE_1("calling addTurretMag event: instant AI reload",_this);
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[QGVAR(addTurretMag), _eventParams] call CBA_fnc_globalEvent;
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};
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private _timeToLoad = GET_NUMBER(configOf _vehicle >> QUOTE(ADDON) >> "ammoLoadTime", 1);
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TRACE_1("Reloading in progress",_timeToLoad);
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43
addons/csw/functions/fnc_ai_unloadMagazines.sqf
Normal file
43
addons/csw/functions/fnc_ai_unloadMagazines.sqf
Normal file
@ -0,0 +1,43 @@
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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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*
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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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*
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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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*/
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params ["_vehicle", "_gunner", "_turretPath"];
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private _magsToRemove = [];
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private _containerMagazineClassnames = [];
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private _containerMagazineCount = [];
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{
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_x params ["_xMag", "_xTurret", "_xAmmo"];
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if (_xTurret isNotEqualTo _turretPath) then {continue};
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private _carryMag = _xMag call FUNC(getCarryMagazine);
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if (_carryMag != "") then {
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_magsToRemove pushBackUnique [_xMag, _xTurret];
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private _index = _containerMagazineClassnames find _carryMag;
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if (_index < 0) then {
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_index = _containerMagazineClassnames pushBack _carryMag;
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_containerMagazineCount pushBack 0;
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};
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_containerMagazineCount set [_index, (_containerMagazineCount select _index) + _xAmmo];
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};
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} forEach (_vehicle magazinesAllTurrets _vehicle);
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{
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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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