#include "..\script_component.hpp" /* * Author: commy2 * Create one action per reloadable missile. * * Arguments: * 0: Unit equipped with the launcher * 1: Unit wanting to execute the reload * * Return Value: * Children actions * * Example: * [cursorTarget, player] call ace_reloadlaunchers_fnc_addMissileReloadActions * * Public: No * */ params ["_target", "_unit"]; TRACE_2("params",_target,_unit); // Fast exit for common cases private _weapon = secondaryWeapon _target; if ((_weapon == "") || {(getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(enabled))) == 0}) exitWith { TRACE_1("weapon not supported",_weapon); [] }; private _actions = []; private _loadableMissiles = [_unit, _weapon] call FUNC(getLoadableMissiles); TRACE_2("",_weapon,_loadableMissiles); private _cfgMagazines = configFile >> "CfgMagazines"; { private _name = format [QGVAR(Missile_%1), _x]; private _displayName = format [LLSTRING(LoadMagazine), getText (_cfgMagazines >> _x >> "displayName")]; private _statement = { (_this select 2) call FUNC(load); }; private _condition = { (_this select 2) call FUNC(canLoad) }; private _action = [_name, _displayName, "", _statement, _condition, {}, [_unit, _target, _weapon, _x], "", 4] call EFUNC(interact_menu,createAction); _actions pushBack [_action, [], _unit]; } forEach _loadableMissiles; TRACE_1("return",_actions); _actions