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Reload - Add manual reload for vehicle weapons - continued (#9398)
* Add manual reload to turrets * Added reload via reload keybind * Update fnc_canSwapTurretMagazine.sqf * Update fnc_canSwapTurretMagazine.sqf * Update fnc_canSwapTurretMagazine.sqf * Engine based reloading, added more checks * Update addons/reload/functions/fnc_canSwapTurretMagazine.sqf Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> --------- Co-authored-by: LinkIsGrim <salluci.lovi@gmail.com> Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
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@ -45,5 +45,48 @@ class CfgVehicles {
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};
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};
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};
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class ACE_SelfActions {
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class GVAR(reloadTurret) {
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displayName = "$STR_controls_tooltips_RELOAD_MAGAZINE";
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condition = QUOTE(call FUNC(canSwapTurretMagazine));
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statement = QUOTE(call FUNC(swapTurretMagazine));
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icon = "\A3\ui_f\data\igui\cfg\simpletasks\types\rearm_ca.paa";
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};
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};
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};
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class Tank: LandVehicle {
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class ACE_SelfActions {
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class GVAR(reloadTurret) {
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displayName = "$STR_controls_tooltips_RELOAD_MAGAZINE";
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condition = QUOTE(call FUNC(canSwapTurretMagazine));
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statement = QUOTE(call FUNC(swapTurretMagazine));
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icon = "\A3\ui_f\data\igui\cfg\simpletasks\types\rearm_ca.paa";
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};
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};
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};
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class Car: LandVehicle {
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class ACE_SelfActions {
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class GVAR(reloadTurret) {
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displayName = "$STR_controls_tooltips_RELOAD_MAGAZINE";
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condition = QUOTE(call FUNC(canSwapTurretMagazine));
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statement = QUOTE(call FUNC(swapTurretMagazine));
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icon = "\A3\ui_f\data\igui\cfg\simpletasks\types\rearm_ca.paa";
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};
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};
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};
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class Air;
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class Helicopter: Air {
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class ACE_SelfActions {
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class GVAR(reloadTurret) {
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displayName = "$STR_controls_tooltips_RELOAD_MAGAZINE";
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condition = QUOTE(call FUNC(canSwapTurretMagazine));
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statement = QUOTE(call FUNC(swapTurretMagazine));
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icon = "\A3\ui_f\data\igui\cfg\simpletasks\types\rearm_ca.paa";
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};
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};
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};
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};
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16
addons/reload/CfgWeapons.hpp
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16
addons/reload/CfgWeapons.hpp
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@ -0,0 +1,16 @@
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class CfgWeapons {
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class HMG_01;
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class HMG_static: HMG_01 {
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type = 1; // makes it possible to swap to the fullest magazine
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};
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class GMG_F;
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class GMG_20mm: GMG_F {
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type = 1;
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};
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class CannonCore;
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class mortar_82mm: CannonCore {
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type = 1;
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};
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};
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@ -1,7 +1,9 @@
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PREP(canCheckAmmo);
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PREP(canCheckAmmoSelf);
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PREP(canSwapTurretMagazine);
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PREP(getAmmoToLinkBelt);
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PREP(checkAmmo);
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PREP(displayAmmo);
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PREP(onTake);
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PREP(startLinkingBelt);
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PREP(swapTurretMagazine);
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@ -53,3 +53,18 @@
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if (!hasInterface) exitWith {};
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#include "initKeybinds.inc.sqf"
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// Reload when default reload keybind is pressed
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addUserActionEventHandler ["ReloadMagazine", "Activate", {
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private _vehicle = objectParent ACE_player;
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// If on foot, skip
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if (isNull _vehicle) exitWith {};
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// weaponState is only updated after 3 frames, so wait to run checks in case we're doing an engine reload at the same time
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[{
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if !(_this call FUNC(canSwapTurretMagazine)) exitWith {};
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_this call FUNC(swapTurretMagazine);
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}, [_vehicle, ACE_player], 3] call CBA_fnc_execAfterNFrames;
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}];
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@ -14,10 +14,11 @@ class CfgPatches {
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};
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};
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#include "ACE_Arsenal_Stats.hpp"
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#include "CfgVehicles.hpp"
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#include "CfgMagazines.hpp"
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#include "CfgEventHandlers.hpp"
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#include "CfgActions.hpp"
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#include "CfgEventHandlers.hpp"
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#include "CfgMagazines.hpp"
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#include "CfgVehicles.hpp"
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#include "CfgWeapons.hpp"
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#include "ACE_Arsenal_Stats.hpp"
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#include "ACE_Settings.hpp"
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#include "ACE_UI.hpp"
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52
addons/reload/functions/fnc_canSwapTurretMagazine.sqf
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52
addons/reload/functions/fnc_canSwapTurretMagazine.sqf
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@ -0,0 +1,52 @@
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#include "..\script_component.hpp"
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/*
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* Author: PabstMirror, johnb43
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* Check if the player can reload their vehicle's magazine to one with more ammo.
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*
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* Arguments:
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* 0: Vehicle <OBJECT>
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* 1: Player <OBJECT>
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*
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* Return Value:
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* Can swap turret magazine <BOOL>
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*
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* Example:
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* [vehicle player, player] call ace_reload_fnc_canSwapTurretMagazine
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*
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* Public: No
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*/
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params ["_vehicle", "_unit"];
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TRACE_2("canSwapTurretMagazine",_vehicle,_unit);
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private _turretPath = _vehicle unitTurret _unit;
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if (_turretPath in [[-1], []]) exitWith {false}; // skip driver / cargo
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if !(_vehicle turretLocal _turretPath) exitWith {false}; // just to be safe
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(weaponState [_vehicle, _turretPath]) params ["_weapon", "_muzzle", "", "_magazine", "_ammoCount", "_roundReloadPhase", "_magazineReloadPhase"];
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TRACE_5("",_weapon,_muzzle,_magazine,_ammoCount,typeOf _vehicle);
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if ((_weapon == "") || {_weapon != _muzzle}) exitWith {false}; // skip multi-muzzle (he/ap auto-cannons)
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if (_magazine == "") exitWith {false};
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if (_roundReloadPhase + _magazineReloadPhase != 0) exitWith {false}; // can't reload while already reloading or while shooting
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if (isText (configFile >> "CfgMagazines" >> _magazine >> "pylonWeapon")) exitWith {false};
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if (getNumber (configFile >> "CfgWeapons" >> _weapon >> "type") % 2 == 1) exitWith {false}; // engine support for magazine swapping
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private _maxAmmo = getNumber (configFile >> "CfgMagazines" >> _magazine >> "count");
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if ((_ammoCount == 0) || {_ammoCount == _maxAmmo}) exitWith {false};
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private _magAmmoCounts = [];
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// Get count of rounds in magazines
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{
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_x params ["_xMag", "_xTurret", "_xAmmo"];
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if ((_xMag == _magazine) && {_xTurret isEqualTo _turretPath}) then {
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_magAmmoCounts pushBack _xAmmo;
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};
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} forEach (magazinesAllTurrets _vehicle);
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TRACE_1("",_magAmmoCounts);
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// Select maximum
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(selectMax _magAmmoCounts) > _ammoCount
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43
addons/reload/functions/fnc_swapTurretMagazine.sqf
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43
addons/reload/functions/fnc_swapTurretMagazine.sqf
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@ -0,0 +1,43 @@
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#include "..\script_component.hpp"
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/*
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* Author: PabstMirror, johnb43
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* Reloads a vehicles turret to a new magazine.
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*
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* Arguments:
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* 0: Vehicle <OBJECT>
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* 1: Player <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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* [vehicle player, player] call ace_reload_fnc_swapTurretMagazine
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*
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* Public: No
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*/
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params ["_vehicle", "_unit"];
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TRACE_2("swapTurretMagazine",_vehicle,_unit);
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private _turretPath = _vehicle unitTurret _unit;
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(weaponState [_vehicle, _turretPath]) params ["_weapon", "_muzzle", "", "_magazine"];
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TRACE_3("",_weapon,_magazine,typeOf _vehicle);
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private _magazinesAllTurrets = [];
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// Get magazines that are of the correct type; Exclude empty mags
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{
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_x params ["_xMag", "_xTurret", "_xAmmo"];
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if ((_xMag == _magazine) && {_xTurret isEqualTo _turretPath} && {_xAmmo > 0}) then {
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_magazinesAllTurrets pushBack _x;
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};
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} forEach (magazinesAllTurrets _vehicle);
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// Get count of rounds in magazines, then select maximum
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private _magAmmoCounts = _magazinesAllTurrets apply {_x select 2};
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private _mag = _magazinesAllTurrets select (_magAmmoCounts find (selectMax _magAmmoCounts));
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TRACE_2("",_magAmmoCounts,_mag);
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_unit action ["loadMagazine", _vehicle, _unit, _mag select 4, _mag select 3, _weapon, _muzzle];
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