/* * Author: esteldunedain, commy2 * * Cycle through all grenades. * * Argument: * None * * Return value: * None */ #include "script_component.hpp" private ["_unit", "_nextMuzzle"]; _unit = _this select 0; _nextMuzzle = ["All"] call FUNC(findNextGrenadeMuzzle); if (_nextMuzzle != "") then { private ["_magazines", "_magazine", "_count", "_return"]; _magazines = GVAR(AllMagazines) select (GVAR(AllMuzzles) find _nextMuzzle); reverse _magazines; _magazine = ""; _count = {_return = _x in _magazines; if (_return) then {_magazine = _x}; _return} count magazines _unit; // There is a muzzle with magazines --> cycle to it [_unit, _nextMuzzle] call FUNC(setNextGrenadeMuzzle); [_magazine, _count] call FUNC(displayGrenadeTypeAndNumber); } else { // There is a no muzzle with magazines --> select nothing GVAR(CurrentGrenadeMuzzleFrag) = ""; GVAR(CurrentGrenadeMuzzleOther) = ""; if (GVAR(DisplayText)) then { _text = [localize "STR_ACE_WeaponSelect_NoGrenadesLeft", [1,0,0]] call EFUNC(common,stringToColoredText); [composeText [lineBreak, _text]] call EFUNC(common,displayTextStructured); }; }; if (_nextMuzzle in GVAR(FragMuzzles)) then { GVAR(CurrentGrenadeMuzzleFrag) = _nextMuzzle; GVAR(CurrentGrenadeMuzzleIsFrag) = true; } else { GVAR(CurrentGrenadeMuzzleOther) = _nextMuzzle; GVAR(CurrentGrenadeMuzzleIsFrag) = false; };