#include "..\script_component.hpp" /* * Author: Tuupertunut * Sets the ammo counts of all magazines of given class in turret. * * BIS command "setMagazineTurretAmmo" is broken at the time of writing (2017-06-24) * (https://feedback.bistudio.com/T79689). This function is intended as a workaround for it. All * magazines are removed and then added again with updated ammo counts. * Note: As an unintended side effect, the turret reloads after running this function. * * Arguments: * 0: Vehicle * 1: Turret Path * 2: Magazine Classname * 3: Ammo Counts in Magazines * * Return Value: * None * * Example: * [vehicle, [0], "200Rnd_127x99_mag_Tracer_Red", [200, 152]] call ace_rearm_fnc_setTurretMagazineAmmo * * Public: No */ params ["_vehicle", "_turretPath", "_magazineClass", "_ammoCounts"]; // Checking if a magazine of given class is currently loaded in any weapon. private _magLoadedInWeapon = false; private _loadedWeapon = ""; { private _currentlyLoadedMag = (weaponState [_vehicle, _turretPath, _x]) select 3; if (_currentlyLoadedMag isEqualTo _magazineClass) exitWith { _magLoadedInWeapon = true; _loadedWeapon = _x; }; } forEach (_vehicle weaponsTurret _turretPath); if (!_magLoadedInWeapon) then { /* The easy case: * The magazine class was not loaded, so we can just remove those magazines and * add them back with updated ammo counts. */ _vehicle removeMagazinesTurret [_magazineClass, _turretPath]; { _vehicle addMagazineTurret [_magazineClass, _turretPath, _x]; } forEach _ammoCounts; } else { /* Special hack case: * The magazine class was loaded into a weapon. If the weapon has more than one type of * magazine (e.g. AP and HEAT in a cannon), then removing all magazines would trigger the * weapon to load a different magazine type. For example, removing the HEAT shells while HEAT * is loaded makes the cannon switch to AP. * * To prevent that, we must remove all magazines that would fit into the weapon and then add * them back with the magazine-to-be-loaded being the first. */ private _allowedMagClassesInWeapon = [_loadedWeapon, true] call CBA_fnc_compatibleMagazines; /* Current ammo counts of all allowed magazine classes in weapon. * Example: [["8Rnd_82mm_Mo_shells", [8, 8, 2]], ["8Rnd_82mm_Mo_Flare_white", [7]]] */ private _ammoCountsByMagClass = _allowedMagClassesInWeapon apply {[_x, ([_vehicle, _turretPath, _x] call FUNC(getTurretMagazineAmmo))]}; // Removing all magazines that fit into the weapon. { _vehicle removeMagazinesTurret [_x, _turretPath]; } forEach _allowedMagClassesInWeapon; // Adding the mags of the given class first with updated ammo counts. { _vehicle addMagazineTurret [_magazineClass, _turretPath, _x]; } forEach _ammoCounts; // Adding back all other magazines with their original ammo counts. { _x params ["_loopMagClass", "_loopAmmoCounts"]; if (_loopMagClass isNotEqualTo _magazineClass) then { { _vehicle addMagazineTurret [_loopMagClass, _turretPath, _x]; } forEach _loopAmmoCounts; }; } forEach _ammoCountsByMagClass; }; TRACE_5("setTurretMagazineAmmo",_vehicle,_turretPath,_magazineClass,_ammoCounts,_loadedWeapon);