#include "script_component.hpp" /* * Author: Garth 'L-H' de Wet * Adds an explosive as a clacker item to the passed unit if the unit has the required item. * * Arguments: * 0: Unit * 1: Explosive * 2: Magazine classname * 3: Extra variables * * Return Value: * None * * Example: * [player, _explosive, "SatchelCharge_Remote_Mag", [ConfigFile >> "ACE_Triggers" >> "Command"]] call ACE_Explosives_fnc_addClacker; * * Public: Yes */ params ["_unit", "_explosive", "_magazineClass"]; TRACE_3("params",_unit,_explosive,_magazineClass); // Config is the last item in the list of passed in items. private _config = (_this select 3) select (count (_this select 3) - 1); private _requiredItems = getArray(_config >> "requires"); private _hasRequired = true; private _detonators = [_unit] call FUNC(getDetonators); { if !(_x in _detonators) exitWith{ _hasRequired = false; }; } count _requiredItems; if !(_hasRequired) exitWith {}; private _config = ConfigFile >> "CfgMagazines" >> _magazineClass >> "ACE_Triggers" >> configName _config; private _clacker = _unit getVariable [QGVAR(Clackers), []]; GVAR(PlacedCount) = GVAR(PlacedCount) + 1; _clacker pushBack [_explosive, getNumber(_config >> "FuseTime"), format [localize LSTRING(DetonateCode), GVAR(PlacedCount)], _magazineClass, configName ((_this select 3) select (count (_this select 3) - 1))]; _unit setVariable [QGVAR(Clackers), _clacker, true]; //display clacker code message: [format [localize LSTRING(DetonateCode), GVAR(PlacedCount)]] call EFUNC(common,displayTextStructured);