/* * Author: esteldunedain, commy2 * Cycle through frags. * * Arguments: * 0: Unit * * Return Value: * None * * Example: * [player] call ace_weaponselect_fnc_selectGrenadeFrag * * Public: No */ #include "script_component.hpp" private ["_text", "_nextMuzzle"]; params ["_unit"]; _nextMuzzle = ["Frag"] call FUNC(findNextGrenadeMuzzle); if (_nextMuzzle != "") then { GVAR(CurrentGrenadeMuzzleFrag) = _nextMuzzle; private ["_magazines", "_magazine", "_count", "_return"]; _magazines = GVAR(FragMagazines) select (GVAR(FragMuzzles) 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) = ""; if (GVAR(DisplayText)) then { _text = [localize LSTRING(NoFragsLeft), [1,0,0]] call EFUNC(common,stringToColoredText); [composeText [lineBreak, _text]] call EFUNC(common,displayTextStructured); }; }; GVAR(CurrentGrenadeMuzzleIsFrag) = true;