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Replace canAdd with CBA_fnc_canAddItem (#8012)
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@ -46,7 +46,7 @@ if (isNull _attachedObject || {_itemName == ""}) exitWith {ERROR("Could not find
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private _isChemlight = _attachedObject isKindOf "Chemlight_base";
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// Exit if can't add the item
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if (!(_unit canAdd _itemName) && {!_isChemlight}) exitWith {
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if (!([_unit, _itemName] call CBA_fnc_canAddItem) && {!_isChemlight}) exitWith {
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[localize LSTRING(Inventory_Full)] call EFUNC(common,displayTextStructured);
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};
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@ -28,16 +28,16 @@ private _addedToUnit = false;
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switch (_container) do {
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case "vest": {
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_canAdd = _unit canAddItemToVest _classname;
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_canAdd = [_unit, _classname, 1, false, true, false] call CBA_fnc_canAddItem;
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};
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case "backpack": {
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_canAdd = _unit canAddItemToBackpack _classname;
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_canAdd = [_unit, _classname, 1, false, false, true] call CBA_fnc_canAddItem;
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};
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case "uniform": {
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_canAdd = _unit canAddItemToUniform _classname;
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_canAdd = [_unit, _classname, 1, true, false, false] call CBA_fnc_canAddItem;
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};
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default {
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_canAdd = _unit canAdd _classname;
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_canAdd = [_unit, _classname] call CBA_fnc_canAddItem;
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};
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};
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@ -25,11 +25,11 @@ private _fullMagazines = floor (_ammo / _carryMaxAmmo);
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private _bulletsRemaining = _ammo % _carryMaxAmmo;
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if (_unloadTo isKindOf "CaManBase") then {
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while {(_fullMagazines > 0) && {_unloadTo canAdd _carryMag}} do {
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while {(_fullMagazines > 0) && {[_unloadTo, _carryMag] call CBA_fnc_canAddItem}} do {
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_unloadTo addMagazine [_carryMag, _carryMaxAmmo];
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_fullMagazines = _fullMagazines - 1;
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};
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if ((_bulletsRemaining > 0) && {_unloadTo canAdd _carryMag}) then {
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if ((_bulletsRemaining > 0) && {[_unloadTo, _carryMag] call CBA_fnc_canAddItem}) then {
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_unloadTo addMagazine [_carryMag, _bulletsRemaining];
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_bulletsRemaining = 0;
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};
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@ -20,7 +20,7 @@ params ["_player", ["_displayHint", false, [false]]];
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if (!GVAR(EnableCombatDeafness)) exitWith {};
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if !(_player canAdd "ACE_EarPlugs") exitWith { // inventory full
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if !([_player, "ACE_EarPlugs"] call CBA_fnc_canAddItem) exitWith { // inventory full
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[localize LSTRING(Inventory_Full)] call EFUNC(common,displayTextStructured);
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};
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@ -26,5 +26,5 @@ private _compatibleMags = [_weapon] call CBA_fnc_compatibleMagazines;
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(magazinesAmmoFull _player) findIf {
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_x params ["_className", "", "_loaded"];
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(_className in _compatibleMags) && {!_loaded} && {_target canAdd _className}
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(_className in _compatibleMags) && {!_loaded} && {[_target, _className] call CBA_fnc_canAddItem}
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} > -1
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@ -21,7 +21,7 @@ params ["_player", "_target", "_weapon"];
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private _compatibleMags = [_weapon] call CBA_fnc_compatibleMagazines;
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private _filteredMags = magazinesAmmoFull _player select {
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_x params ["_className", "", "_loaded"];
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(_className in _compatibleMags) && {!_loaded} && {_target canAdd _className}
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(_className in _compatibleMags) && {!_loaded} && {[_target, _className] call CBA_fnc_canAddItem}
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};
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//select magazine with most ammo
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@ -25,5 +25,5 @@ private _maxAmmoCount = getNumber (configFile >> "CfgMagazines" >> _magazine >>
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_magazineType == _magazine // Magazine is of given type
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&& {_ammoCount > 0 && {_ammoCount < _maxAmmoCount}} // Is a partial magazine
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&& {!_isLoaded || {_unit canAdd _magazineType}} // In inventory or can be moved into it
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&& {!_isLoaded || {[_unit, _magazineType] call CBA_fnc_canAddItem}} // In inventory or can be moved into it
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} count magazinesAmmoFull _unit > 1
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@ -27,7 +27,7 @@ private _unitMagCounts = [];
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private _xFullMagazineCount = getNumber (configFile >> "CfgMagazines" >> _xClassname >> "count");
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//for every partial magazine, that is either in inventory or can be moved there
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if ((_xCount < _xFullMagazineCount) && {_xCount > 0} && {(!_xLoaded) || {_player canAdd _xClassname}}) then {
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if ((_xCount < _xFullMagazineCount) && {_xCount > 0} && {(!_xLoaded) || {[_player, _xClassname] call CBA_fnc_canAddItem}}) then {
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private _index = _unitMagazines find _xClassname;
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if (_index == -1) then {
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_unitMagazines pushBack _xClassname;
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@ -39,7 +39,7 @@ private _startingAmmoCounts = [];
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if (_xClassname == _magazineClassname && {_xCount != _fullMagazineCount && {_xCount > 0}}) then {
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if (_xLoaded) then {
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//Try to Remove from weapon and add to inventory, otherwise ignore
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if (_player canAdd _magazineClassname) then {
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if ([_player, _magazineClassname] call CBA_fnc_canAddItem) then {
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switch (_xType) do {
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case (1): {_player removePrimaryWeaponItem _magazineClassname};
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case (2): {_player removeHandgunItem _magazineClassname};
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