/* * Author: Garth 'L-H' de Wet * Gets all placed explosives by unit, optionally filtered by specific trigger type. * * Arguments: * 0: Unit * 1: Trigger classname - filter (optional) * * Return Value: * Explosives * * Example: * _allExplosives = [player] call ACE_Explosives_fnc_getPlacedExplosives; * _deadmanExplosives = [player, "DeadManSwitch"] call ACE_Explosives_fnc_getPlacedExplosives; * * Public: Yes */ #include "script_component.hpp" private ["_unit", "_clackerList", "_adjustedList", "_list", "_filter"]; _unit = _this select 0; _filter = nil; if (count _this > 1) then { _filter = ConfigFile >> "CfgACE_Triggers" >> (_this select 1); }; _clackerList = []; _adjustedList = false; _clackerList = _unit getVariable [QGVAR(Clackers), []]; _list = []; { if (isNull (_x select 0)) then { _clackerList set [_foreachIndex, "X"]; _adjustedList = true; } else { if (isNil "_filter" || {(ConfigFile >> "CfgACE_Triggers" >> (_x select 4)) == _filter}) then { _list pushBack _x; }; }; } foreach _clackerList; if (_adjustedList) then { _clackerList = _clackerList - ["X"]; if (count _clackerList == 0) then { _unit SetVariable [QGVAR(Clackers), nil, true]; } else { _unit SetVariable [QGVAR(Clackers), _clackerList, true]; }; }; _list