// by commy2
#include "script_component.hpp"
private ["_unit", "_magazine", "_ammo", "_ammoCount", "_fullMagazinesCount", "_restAmmo", "_isLoaded", "_weapon", "_reloadAction", "_text", "_picture"];
_unit = ACE_player; //_this select 0;
_magazine = _this select 1;
// exit if the last magazine of this type was taken out of the backpack
if !(_magazine in magazines _unit) exitWith {};
// get current ammo count
_ammo = 0;
{
if (_x select 0 == _magazine) then {
_ammo = _ammo + (_x select 1);
};
} forEach magazinesAmmoFull _unit;
// how many rounds fit in one mag
_ammoCount = getNumber (configFile >> "CfgMagazines" >> _magazine >> "count");
// calculate new vaules
_fullMagazinesCount = floor (_ammo / _ammoCount);
_restAmmo = _ammo - _fullMagazinesCount * _ammoCount;
// remove old magazines
_unit removeMagazines _magazine;
_isLoaded = false;
// reload rifle
if (_magazine in primaryWeaponMagazine _unit) then {
_weapon = primaryWeapon _unit;
if (_fullMagazinesCount > 0) then {
_unit setAmmo [_weapon, _ammoCount];
_fullMagazinesCount = _fullMagazinesCount - 1;
} else {
_unit setAmmo [_weapon, _restAmmo];
_restAmmo = 0;
};
if (_weapon == currentWeapon _unit) then {
_reloadAction = getText (configFile >> "CfgWeapons" >> _weapon >> "reloadAction");
_unit playActionNow _reloadAction;
};
_isLoaded = true;
};
// reload pistol
if (_magazine in handgunMagazine _unit) then {
_weapon = handgunWeapon _unit;
if (_fullMagazinesCount > 0) then {
_unit setAmmo [_weapon, _ammoCount];
_fullMagazinesCount = _fullMagazinesCount - 1;
} else {
_unit setAmmo [_weapon, _restAmmo];
_restAmmo = 0;
};
if (_weapon == currentWeapon _unit) then {
_reloadAction = getText (configFile >> "CfgWeapons" >> _weapon >> "reloadAction");
_unit playActionNow _reloadAction;
};
_isLoaded = true;
};
// reload rocket launcher (just in case ...)
if (_magazine in secondaryWeaponMagazine _unit) then {
_weapon = secondaryWeapon _unit;
if (_fullMagazinesCount > 0) then {
_unit setAmmo [_weapon, _ammoCount];
_fullMagazinesCount = _fullMagazinesCount - 1;
} else {
_unit setAmmo [_weapon, _restAmmo];
_restAmmo = 0;
};
if (_weapon == currentWeapon _unit) then {
_reloadAction = getText (configFile >> "CfgWeapons" >> _weapon >> "reloadAction");
_unit playActionNow _reloadAction;
};
_isLoaded = true;
};
// add new magazines
for "_a" from 1 to _fullMagazinesCount do {
_unit addMagazine _magazine;
};
if (_restAmmo > 0) then {
_unit addMagazine [_magazine, _restAmmo];
};
// display text if successful
_text = format [localize "STR_ACE_MagazineRepack_RepackedMagazinesDetail", [_fullMagazinesCount, _fullMagazinesCount + 1] select _isLoaded, _restAmmo];
_picture = getText (configFile >> "CfgMagazines" >> _magazine >> "picture");
_text = parseText format ["
%2
%3", _picture, localize "STR_ACE_MagazineRepack_RepackedMagazines", _text];
[_text] call EFUNC(common,displayTextStructured);