/* * Author: BaerMitUmlaut * Pass spare magazine for the specified weapon. * * Arguments: * 0: Unit that passes the magazine * 1: Unit to pass the magazine to * 2: Weapon classname * * Return Value: * None * * Example: * [_player, _target, "arifle_MX_F"] call ace_interaction_fnc_magToPassazine * * Public: No */ #include "script_component.hpp" params ["_player", "_target", "_weapon"]; private ["_compatibleMags", "_filteredMags", "_magToPass", "_magToPassIndex", "_playerName", "_magToPassDisplayName"]; _compatibleMags = getArray (configfile >> "CfgWeapons" >> _weapon >> "magazines"); _filteredMags = [magazinesAmmoFull _player, { params ["_className", "", "_loaded"]; _className in _compatibleMags && !_loaded }] call EFUNC(common,filter); //select magazine with most ammo _magToPass = _filteredMags select 0; _magToPassIndex = 0; { _x params ["_className", "_ammoCount"]; if ((_ammoCount > (_magToPass select 1)) && (_target canAdd _className)) then { _magToPass = _x; _magToPassIndex = _forEachIndex; }; } foreach _filteredMags; //remove all magazines and add them again, except the one to be passed //needed because of missing commands, see http://feedback.arma3.com/view.php?id=12782 _magToPass params ["_magToPassClassName", "_magToPassAmmoCount"]; _player removeMagazines _magToPassClassName; { _x params ["_className", "_ammoCount"]; if ((_className == _magToPassClassName) && (_forEachIndex != _magToPassIndex)) then { _player addMagazine [_className, _ammoCount]; }; } foreach _filteredMags; _player playActionNow "PutDown"; _target addMagazine [_magToPassClassName, _magToPassAmmoCount]; _playerName = [_player] call EFUNC(common,getName); _magToPassDisplayName = getText (configFile >> "CfgMagazines" >> _magToPassClassName >> "displayName"); ["displayTextStructured", [_target], [[LSTRING(PassMagazineHint), _playerName, _magToPassDisplayName], 1.5, _target]] call EFUNC(common,targetEvent);