#include "..\script_component.hpp" /* * Author: tcvm, PabstMirror * Handles adding ammo to a turret. * Called from a global event but only runs where turret is local. * * Arguments: * 0: CSW * 1: Turret Path * 2: Source of magazine * 3: Vehicle Magazine * 4: Ammo in magazine * 5: Unit or object to return ammo to (default: Source of magazine) * * Return Value: * None * * Example: * [cursorTarget, [0], player, "200Rnd_127x99_mag_Tracer_Red", 70] call ace_csw_fnc_reload_handleAddTurretMag * * Public: No */ params ["_vehicle", "_turret", "_magSource", "_carryMag", "_ammoReceived"]; private _returnTo = param [5, _magSource]; TRACE_6("reload_handleAddTurretMag",_vehicle,_turret,_magSource,_carryMag,_ammoReceived,_returnTo); TRACE_2("",local _vehicle,_vehicle turretLocal _turret); if !(_vehicle turretLocal _turret) exitWith {}; ([_vehicle, _turret, _carryMag] call FUNC(reload_canLoadMagazine)) params ["_canAdd", "_loadedMag", "_neededAmmo", "_isBeltLinking"]; TRACE_4("canLoad",_canAdd,_loadedMag,_neededAmmo,_isBeltLinking); private _ammoRemaining = _ammoReceived; if (_canAdd) then { private _ammoUsed = _neededAmmo min _ammoReceived; _ammoRemaining = _ammoRemaining - _ammoUsed; if (_isBeltLinking) then { private _currentAmmo = _vehicle magazineTurretAmmo [_loadedMag, _turret]; _currentAmmo = _currentAmmo + _ammoUsed; TRACE_2("Setting mag ammo",_loadedMag,_currentAmmo); // _vehicle setMagazineTurretAmmo [_loadedMag, _currentAmmo, _turret]; // setMagazineTurretAmmo is broken on split locality, use setAmmo for now (this may not work for multi turret vehicles) private _weapon = (_vehicle weaponsTurret _turret) param [0, ""]; TRACE_3("setAmmo",_vehicle,_weapon,_currentAmmo); _vehicle setAmmo [_weapon, _currentAmmo]; private _currentAmmo = _vehicle magazineTurretAmmo [_loadedMag, _turret]; if ((_weapon == "") || {_currentAmmo != _currentAmmo}) then { ERROR_1("failed to setAmmo - %1",_this); }; } else { if (_loadedMag != "") then { TRACE_1("Removing emtpy mag",_loadedMag); _vehicle removeMagazinesTurret [_loadedMag, _turret]; }; [_vehicle, _turret, true, false] call FUNC(proxyWeapon); // Check if we need to add proxy weapon now private _newMag = [_vehicle, _turret, _carryMag] call FUNC(reload_getVehicleMagazine); TRACE_2("Adding new mag",_newMag,_ammoUsed); _vehicle addMagazineTurret [_newMag, _turret, _ammoUsed]; }; }; if (_ammoRemaining > 0) then { TRACE_3("Returning ammo",_returnTo,_carryMag,_ammoRemaining); [QGVAR(returnAmmo), [_returnTo, _carryMag, _ammoRemaining], _returnTo] call CBA_fnc_targetEvent; };