mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
remove obsolete functions
This commit is contained in:
parent
1613ce3ff6
commit
e9770fcb97
@ -76,7 +76,7 @@ if (!hasInterface) exitWith {};
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if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
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// Statement
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[ACE_player] call FUNC(selectGrenadeFrag);
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[ACE_player, 1] call FUNC(selectNextGrenade);
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true
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},
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{false},
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@ -89,7 +89,7 @@ if (!hasInterface) exitWith {};
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if !([ACE_player] call EFUNC(common,canUseWeapon)) exitWith {false};
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// Statement
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[ACE_player] call FUNC(selectGrenadeOther);
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[ACE_player, 2] call FUNC(selectNextGrenade);
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true
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},
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{false},
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@ -2,78 +2,36 @@
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ADDON = false;
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PREP(countMagazinesForGrenadeMuzzle);
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PREP(displayGrenadeTypeAndNumber);
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PREP(findNextGrenadeMagazine);
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PREP(findNextGrenadeMuzzle);
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PREP(fireSmokeLauncher);
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PREP(getSelectedGrenade);
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PREP(playChangeFiremodeSound);
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PREP(putWeaponAway);
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PREP(selectGrenadeAll);
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PREP(selectGrenadeFrag);
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PREP(selectGrenadeOther);
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PREP(selectNextGrenade);
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PREP(selectWeaponMode);
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PREP(selectWeaponMuzzle);
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PREP(selectWeaponVehicle);
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PREP(setNextGrenadeMuzzle);
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PREP(throwGrenade);
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// prepare grenades from config
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GVAR(CurrentGrenadeMuzzleIsFrag) = true;
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GVAR(CurrentGrenadeMuzzleFrag) = "";
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GVAR(CurrentGrenadeMuzzleOther) = "";
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// collect frag and other grenades separately
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GVAR(GrenadesAll) = [];
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GVAR(GrenadesFrag) = [];
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GVAR(GrenadesNonFrag) = [];
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// Collect frag and other muzzles separately
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with uiNamespace do {
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private ["_magazines", "_magazine", "_ammo", "_explosive"];
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if (isNil QGVAR(FragMuzzles)) then {
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GVAR(FragMuzzles) = [];
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GVAR(NonFragMuzzles) = [];
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GVAR(AllMuzzles) = [];
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private ["_magazines", "_ammo", "_explosive"];
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GVAR(FragMagazines) = [];
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GVAR(NonFragMagazines) = [];
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GVAR(AllMagazines) = [];
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{
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_magazines = getArray (configFile >> "CfgWeapons" >> "Throw" >> _x >> "magazines");
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GVAR(GrenadesAll) = [];
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GVAR(GrenadesFrag) = [];//
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GVAR(GrenadesNonFrag) = [];//
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GVAR(GrenadesAll) append _magazines;
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{
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_magazines = getArray (configFile >> "CfgWeapons" >> "Throw" >> _x >> "magazines");
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_magazine = _magazines select 0;
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{
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_ammo = getText (configfile >> "CfgMagazines" >> _x >> "ammo");
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_explosive = getNumber (configfile >> "CfgAmmo" >> _ammo >> "explosive");
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_ammo = getText (configfile >> "CfgMagazines" >> _magazine >> "ammo");
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_explosive = getNumber (configfile >> "CfgAmmo" >> _ammo >> "explosive");
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if (_explosive == 0) then {
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GVAR(NonFragMuzzles) pushBack _x;
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GVAR(NonFragMagazines) pushBack _magazines;
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GVAR(GrenadesNonFrag) append _magazines;//
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} else {
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GVAR(FragMuzzles) pushBack _x;
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GVAR(FragMagazines) pushBack _magazines;
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GVAR(GrenadesFrag) append _magazines;//
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};
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GVAR(AllMuzzles) pushBack _x;
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GVAR(AllMagazines) pushBack _magazines;
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GVAR(GrenadesAll) append _magazines;//
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} forEach getArray (configfile >> "CfgWeapons" >> "Throw" >> "muzzles");
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};
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};
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GVAR(FragMuzzles) = uiNamespace getVariable QGVAR(FragMuzzles);
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GVAR(NonFragMuzzles) = uiNamespace getVariable QGVAR(NonFragMuzzles);
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GVAR(AllMuzzles) = uiNamespace getVariable QGVAR(AllMuzzles);
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GVAR(FragMagazines) = uiNamespace getVariable QGVAR(FragMagazines);
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GVAR(NonFragMagazines) = uiNamespace getVariable QGVAR(NonFragMagazines);
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GVAR(AllMagazines) = uiNamespace getVariable QGVAR(AllMagazines);
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GVAR(GrenadesAll) = uiNamespace getVariable QGVAR(GrenadesAll);//
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GVAR(GrenadesFrag) = uiNamespace getVariable QGVAR(GrenadesFrag);//
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GVAR(GrenadesNonFrag) = uiNamespace getVariable QGVAR(GrenadesNonFrag);//
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([GVAR(GrenadesFrag), GVAR(GrenadesNonFrag)] select (_explosive == 0)) pushBack _x;
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false
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} count _magazines;
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false
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} count getArray (configfile >> "CfgWeapons" >> "Throw" >> "muzzles");
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ADDON = true;
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@ -1,55 +0,0 @@
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/*
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* Author: esteldunedain
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* Count how many grenade magazines the unit has on the uniform and vest.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Muzzle Class <STRING>
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*
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* Return Value:
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* 0: Number of magazines <NUMBER>
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* 1: First magazine name <STRING>
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*
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* Example:
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* [player, currentMuzzle player] call ace_weaponselect_fnc_countMagazinesForGrenadeMuzzle
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_uniformMags", "_vestMags", "_backpackMags", "_numberOfMagazines", "_magazineClasses", "_firstMagazine"];
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params ["_unit", "_muzzle"];
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_uniformMags = getMagazineCargo uniformContainer _unit;
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_vestMags = getMagazineCargo vestContainer _unit;
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_backpackMags = getMagazineCargo backpackContainer _unit;
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_numberOfMagazines = 0;
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_magazineClasses = getArray (configFile >> "CfgWeapons" >> "Throw" >> _muzzle >> "magazines");
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_firstMagazine = _magazineClasses select 0;
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{
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private ["_indexInUniform", "_indexInVest", "_indexInBackpack"];
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_indexInUniform = (_uniformMags select 0) find _x;
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if (_indexInUniform > -1) then {
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_numberOfMagazines = _numberOfMagazines + ((_uniformMags select 1) select _indexInUniform);
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_firstMagazine = _x;
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};
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_indexInVest = (_vestMags select 0) find _x;
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if (_indexInVest > -1) then {
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_numberOfMagazines = _numberOfMagazines + ((_vestMags select 1) select _indexInVest);
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_firstMagazine = _x;
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};
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_indexInBackpack = (_backpackMags select 0) find _x;
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if (_indexInBackpack > -1) then {
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_numberOfMagazines = _numberOfMagazines + ((_backpackMags select 1) select _indexInBackpack);
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_firstMagazine = _x;
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};
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} forEach _magazineClasses;
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[_numberOfMagazines, _firstMagazine]
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@ -1,47 +0,0 @@
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/*
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* Author: commy2
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* Find the next Grenade Magazine.
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*
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* Arguments:
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* 0: Grenade Type ("All", "Frag", "NonFrag") <STRING>
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*
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* Return Value:
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* Magazine classname <STRING>
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*
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* Example:
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* ["All"] call ace_weaponselect_fnc_findNextGrenadeMagazine
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_allMags", "_allMuzzles", "_magazines", "_start", "_index", "_nextMagazine"];
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params ["_type"];
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_allMags = missionNamespace getVariable [format [QGVAR(%1Magazines), _type], []];
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_allMuzzles = missionNamespace getVariable [format [QGVAR(%1Muzzles), _type], []];
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_magazines = magazines ACE_player;
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_start = [GVAR(CurrentGrenadeMuzzleOther), GVAR(CurrentGrenadeMuzzleFrag)] select GVAR(CurrentGrenadeMuzzleIsFrag);
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_index = _allMuzzles find _start;
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scopeName "SearchMain";
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_nextMagazine = "";
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for "_index" from (_index + 1) to (count _allMuzzles - 1) do {
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{
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if (_x in (_allMags select _index)) exitWith {_nextMagazine = _x; breakTo "SearchMain"};
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} count _magazines;
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};
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if (_nextMagazine != "") exitWith {_nextMagazine};
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for "_index" from 0 to _index do {
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{
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if (_x in (_allMags select _index)) exitWith {_nextMagazine = _x; breakTo "SearchMain"};
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} count _magazines;
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};
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_nextMagazine
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@ -1,47 +0,0 @@
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/*
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* Author: commy2
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* Find the next Grenade Muzzle.
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*
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* Arguments:
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* 0: Grenade Type ("All", "Frag", "NonFrag") <STRING>
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*
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* Return Value:
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* Class name of next throw muzzle <STRING>
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*
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* Example:
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* ["All"] call ace_weaponselect_fnc_findNextGrenadeMuzzle
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_allMags", "_allMuzzles", "_magazines", "_start", "_index", "_nextMuzzle"];
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params ["_type"];
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_allMags = missionNamespace getVariable [format [QGVAR(%1Magazines), _type], []];
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_allMuzzles = missionNamespace getVariable [format [QGVAR(%1Muzzles), _type], []];
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_magazines = magazines ACE_player;
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_start = [GVAR(CurrentGrenadeMuzzleOther), GVAR(CurrentGrenadeMuzzleFrag)] select GVAR(CurrentGrenadeMuzzleIsFrag);
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_index = _allMuzzles find _start;
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scopeName "SearchMain";
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_nextMuzzle = "";
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for "_index" from (_index + 1) to (count _allMuzzles - 1) do {
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{
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if (_x in (_allMags select _index)) exitWith {_nextMuzzle = _allMuzzles select _index; breakTo "SearchMain"};
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} count _magazines;
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};
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if (_nextMuzzle != "") exitWith {_nextMuzzle};
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for "_index" from 0 to _index do {
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{
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if (_x in (_allMags select _index)) exitWith {_nextMuzzle = _allMuzzles select _index; breakTo "SearchMain"};
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} count _magazines;
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};
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_nextMuzzle
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@ -1,18 +0,0 @@
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/*
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* Author: commy2
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* Returns the selected Grenade Muzzle.
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*
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* Arguments:
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* None
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*
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* Return Value:
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* Class name of selected throw muzzle <STRING>
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*
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* Example:
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* [] call ace_weaponselect_fnc_getSelectedGrenade
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*
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* Public: No
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*/
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#include "script_component.hpp"
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[GVAR(CurrentGrenadeMuzzleOther), GVAR(CurrentGrenadeMuzzleFrag)] select GVAR(CurrentGrenadeMuzzleIsFrag)
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@ -1,54 +0,0 @@
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/*
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* Author: esteldunedain, commy2
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* Cycle through all grenades.
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*
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* Arguments:
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* 0: Unit <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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* [player] call ace_weaponselect_fnc_selectGrenadeAll
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_text", "_nextMuzzle"];
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params ["_unit"];
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_nextMuzzle = ["All"] call FUNC(findNextGrenadeMuzzle);
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if (_nextMuzzle != "") then {
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private ["_magazines", "_magazine", "_count", "_return"];
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_magazines = GVAR(AllMagazines) select (GVAR(AllMuzzles) find _nextMuzzle);
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reverse _magazines;
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_magazine = "";
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_count = {_return = _x in _magazines; if (_return) then {_magazine = _x}; _return} count magazines _unit;
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// There is a muzzle with magazines --> cycle to it
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[_unit, _nextMuzzle] call FUNC(setNextGrenadeMuzzle);
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[_magazine, _count] call FUNC(displayGrenadeTypeAndNumber);
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} else {
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// There is a no muzzle with magazines --> select nothing
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GVAR(CurrentGrenadeMuzzleFrag) = ""; GVAR(CurrentGrenadeMuzzleOther) = "";
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if (GVAR(DisplayText)) then {
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_text = [localize LSTRING(NoGrenadesLeft), [1,0,0]] call EFUNC(common,stringToColoredText);
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[composeText [lineBreak, _text]] call EFUNC(common,displayTextStructured);
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};
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};
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if (_nextMuzzle in GVAR(FragMuzzles)) then {
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GVAR(CurrentGrenadeMuzzleFrag) = _nextMuzzle;
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GVAR(CurrentGrenadeMuzzleIsFrag) = true;
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} else {
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GVAR(CurrentGrenadeMuzzleOther) = _nextMuzzle;
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GVAR(CurrentGrenadeMuzzleIsFrag) = false;
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};
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@ -1,48 +0,0 @@
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/*
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* Author: esteldunedain, commy2
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* Cycle through frags.
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*
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* Arguments:
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* 0: Unit <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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* [player] call ace_weaponselect_fnc_selectGrenadeFrag
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_text", "_nextMuzzle"];
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params ["_unit"];
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_nextMuzzle = ["Frag"] call FUNC(findNextGrenadeMuzzle);
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if (_nextMuzzle != "") then {
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GVAR(CurrentGrenadeMuzzleFrag) = _nextMuzzle;
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private ["_magazines", "_magazine", "_count", "_return"];
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_magazines = GVAR(FragMagazines) select (GVAR(FragMuzzles) find _nextMuzzle);
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reverse _magazines;
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_magazine = "";
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_count = {_return = _x in _magazines; if (_return) then {_magazine = _x}; _return} count magazines _unit;
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// There is a muzzle with magazines --> cycle to it
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[_unit, _nextMuzzle] call FUNC(setNextGrenadeMuzzle);
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[_magazine, _count] call FUNC(displayGrenadeTypeAndNumber);
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} else {
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// There is a no muzzle with magazines --> select nothing
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GVAR(CurrentGrenadeMuzzleFrag) = "";
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if (GVAR(DisplayText)) then {
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_text = [localize LSTRING(NoFragsLeft), [1,0,0]] call EFUNC(common,stringToColoredText);
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[composeText [lineBreak, _text]] call EFUNC(common,displayTextStructured);
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};
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};
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GVAR(CurrentGrenadeMuzzleIsFrag) = true;
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@ -1,48 +0,0 @@
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/*
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* Author: esteldunedain, commy2
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* Cycle through non explosive grenades.
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*
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* Arguments:
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* 0: Unit <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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* [player] call ace_weaponselect_fnc_selectGrenadeOther
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_nextMuzzle", "_text"];
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params ["_unit"];
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_nextMuzzle = ["NonFrag"] call FUNC(findNextGrenadeMuzzle);
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if (_nextMuzzle != "") then {
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GVAR(CurrentGrenadeMuzzleOther) = _nextMuzzle;
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private ["_magazines", "_magazine", "_count", "_return"];
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_magazines = GVAR(NonFragMagazines) select (GVAR(NonFragMuzzles) find _nextMuzzle);
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reverse _magazines;
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_magazine = "";
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_count = {_return = _x in _magazines; if (_return) then {_magazine = _x}; _return} count magazines _unit;
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// There is a muzzle with magazines --> cycle to it
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[_unit, _nextMuzzle] call FUNC(setNextGrenadeMuzzle);
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[_magazine, _count] call FUNC(displayGrenadeTypeAndNumber);
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} else {
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// There is a no muzzle with magazines --> select nothing
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GVAR(CurrentGrenadeMuzzleOther) = "";
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if (GVAR(DisplayText)) then {
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_text = [localize LSTRING(NoMiscGrenadeLeft), [1,0,0]] call EFUNC(common,stringToColoredText);
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[composeText [lineBreak, _text]] call EFUNC(common,displayTextStructured);
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};
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};
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GVAR(CurrentGrenadeMuzzleIsFrag) = false;
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@ -73,4 +73,6 @@ _backpackGrenades = [backpackItems _unit, {_x in GVAR(GrenadesAll) && {_x != _ne
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{_unit addItemToVest _x; false} count _vestGrenades;
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{_unit addItemToBackpack _x; false} count _backpackGrenades;
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[_nextGrenade, {_x == _nextGrenade} count _magazines] call FUNC(displayGrenadeTypeAndNumber);
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true
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@ -1,118 +0,0 @@
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/*
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* Author: esteldunedain
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* Select the next grenade muzzle to throw.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Muzzlename <STRING>
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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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* [player, currentMuzzle player] call ace_weaponselect_fnc_setNextGrenadeMuzzle
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*
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* Public: No
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*/
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#include "script_component.hpp"
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|
||||
private ["_uniformMags", "_vestMags", "_backpackMags", "_i", "_uniformMagsToRemove", "_vestMagsToRemove", "_backpackMagsToRemove", "_firstMagazine", "_throwMuzzleNames"];
|
||||
|
||||
params ["_unit", "_muzzle"];
|
||||
|
||||
_uniformMags = getMagazineCargo uniformContainer _unit;
|
||||
_vestMags = getMagazineCargo vestContainer _unit;
|
||||
_backpackMags = getMagazineCargo backpackContainer _unit;
|
||||
|
||||
_uniformMagsToRemove = [];
|
||||
_vestMagsToRemove = [];
|
||||
_backpackMagsToRemove = [];
|
||||
|
||||
_firstMagazine = "";
|
||||
_throwMuzzleNames = getArray (configfile >> "CfgWeapons" >> "Throw" >> "muzzles");
|
||||
|
||||
// Collect which magazines to remove
|
||||
{
|
||||
private "_muzzleMagazines";
|
||||
_muzzleMagazines = getArray (configFile >> "CfgWeapons" >> "Throw" >> _x >> "magazines" );
|
||||
|
||||
if (_x != _muzzle) then {
|
||||
|
||||
{
|
||||
private "_index";
|
||||
_index = (_uniformMags select 0) find _x;
|
||||
if (_index > -1) then {
|
||||
_uniformMagsToRemove = _uniformMagsToRemove + [[_x, (_uniformMags select 1) select _index]];
|
||||
};
|
||||
|
||||
_index = (_vestMags select 0) find _x;
|
||||
if (_index > -1) then {
|
||||
_vestMagsToRemove = _vestMagsToRemove + [[_x, (_vestMags select 1) select _index]];
|
||||
};
|
||||
|
||||
_index = (_backpackMags select 0) find _x;
|
||||
if (_index > -1) then {
|
||||
_backpackMagsToRemove = _backpackMagsToRemove + [[_x, (_backpackMags select 1) select _index]];
|
||||
};
|
||||
} forEach _muzzleMagazines;
|
||||
|
||||
} else {
|
||||
|
||||
{
|
||||
private "_index";
|
||||
_index = (_uniformMags select 0) find _x;
|
||||
if (_index > -1) then {
|
||||
_firstMagazine = _x;
|
||||
};
|
||||
|
||||
_index = (_vestMags select 0) find _x;
|
||||
if (_index > -1) then {
|
||||
_firstMagazine = _x;
|
||||
};
|
||||
|
||||
_index = (_backpackMags select 0) find _x;
|
||||
if (_index > -1) then {
|
||||
_firstMagazine = _x;
|
||||
};
|
||||
} forEach _muzzleMagazines;
|
||||
|
||||
};
|
||||
} forEach _throwMuzzleNames;
|
||||
|
||||
// Remove all magazines except those we are switching to --> this breaks the selector
|
||||
{
|
||||
for [{_i = 0}, {_i < (_x select 1)}, {_i = _i + 1}] do {
|
||||
_unit removeItem (_x select 0);
|
||||
};
|
||||
} forEach _uniformMagsToRemove;
|
||||
|
||||
{
|
||||
for [{_i = 0}, {_i < (_x select 1)}, {_i = _i + 1}] do {
|
||||
_unit removeItem (_x select 0);
|
||||
};
|
||||
} forEach _vestMagsToRemove;
|
||||
|
||||
{
|
||||
for [{_i = 0}, {_i < (_x select 1)}, {_i = _i + 1}] do {
|
||||
_unit removeItem (_x select 0);
|
||||
};
|
||||
} forEach _backpackMagsToRemove;
|
||||
|
||||
// Readd magazines
|
||||
{
|
||||
for [{_i = 0}, {_i < (_x select 1)}, {_i = _i + 1}] do {
|
||||
_unit addItemToUniform (_x select 0);
|
||||
};
|
||||
} forEach _uniformMagsToRemove;
|
||||
|
||||
{
|
||||
for [{_i = 0}, {_i < (_x select 1)}, {_i = _i + 1}] do {
|
||||
_unit addItemToVest (_x select 0);
|
||||
};
|
||||
} forEach _vestMagsToRemove;
|
||||
|
||||
{
|
||||
for [{_i = 0}, {_i < (_x select 1)}, {_i = _i + 1}] do {
|
||||
_unit addItemToBackpack (_x select 0);
|
||||
};
|
||||
} forEach _backpackMagsToRemove;
|
Loading…
Reference in New Issue
Block a user