#include "..\script_component.hpp" /* * Author: 654wak654, johnb43 * Adds a loadout to the "Default Loadouts" list. * If a loadout with a similar name exists (case insensitve), it is overwritten. * * Arguments: * 0: Name of loadout * 1: CBA extended loadout or getUnitLoadout array * 2: Add globally (default: false) * * Return Value: * None * * Example: * ["Squad Leader", getUnitLoadout sql1] call ace_arsenal_fnc_addDefaultLoadout * * Public: Yes */ params [["_name", "", [""]], ["_loadout", [], [[]]], ["_global", false, [false]]]; if (_global) exitWith { private _eventID = format [QGVAR(loadouts_%1), _name]; [QGVAR(addDefaultLoadout), [_name, _loadout], _eventID] call CBA_fnc_globalEventJIP; }; private _extendedInfo = createHashMap; // Check if CBA extended loadout array if (count _loadout == 2) then { _extendedInfo = _loadout select 1; _loadout = _loadout select 0; }; if (count _loadout != 10) exitWith {}; if (isNil QGVAR(defaultLoadoutsList)) then { GVAR(defaultLoadoutsList) = []; }; // Replace unique items with their bases and replace weapons with their base weapons _loadout = [_loadout] call FUNC(replaceUniqueItemsLoadout); private _index = GVAR(defaultLoadoutsList) findIf {(_x select 0) == _name}; // If there is an already existing loadout with similar name, overwrite it if (_index != -1) then { GVAR(defaultLoadoutsList) set [_index, [_name, [_loadout, _extendedInfo]]]; } else { // Otherwise just add GVAR(defaultLoadoutsList) pushBack [_name, [_loadout, _extendedInfo]]; }; if (is3DEN) then { set3DENMissionAttributes [[QGVAR(DummyCategory), QGVAR(DefaultLoadoutsListAttribute), GVAR(defaultLoadoutsList)]]; };