#include "..\script_component.hpp" /* * Author: Garth 'L-H' de Wet * Adds an item, weapon, or magazine to the unit's inventory or places it in a weaponHolder if no space. * * Arguments: * 0: Unit * 1: Classname * 2: Container (uniform, vest, backpack) (default: "") * 3: Magazine Ammo Count (default: -1) * * Return Value: * 0: Added to player * 1: weaponholder * * Example: * [bob, "classname", "", 5] call ace_common_fnc_addToInventory * * Public: Yes */ params ["_unit", "_classname", ["_container", ""], ["_ammoCount", -1]]; private _type = _classname call FUNC(getItemType); private _canAdd = false; private _canFitWeaponSlot = false; private _addedToUnit = false; switch (_container) do { case "vest": { _canAdd = [_unit, _classname, 1, false, true, false] call CBA_fnc_canAddItem; }; case "backpack": { _canAdd = [_unit, _classname, 1, false, false, true] call CBA_fnc_canAddItem; }; case "uniform": { _canAdd = [_unit, _classname, 1, true, false, false] call CBA_fnc_canAddItem; }; default { _canAdd = [_unit, _classname] call CBA_fnc_canAddItem; if (_canAdd) then { switch (_type select 1) do { case "primary": { _canFitWeaponSlot = primaryWeapon _unit == ""; }; case "secondary": { _canFitWeaponSlot = secondaryWeapon _unit == ""; }; case "handgun": { _canFitWeaponSlot = handgunWeapon _unit == ""; }; case "binocular": { _canFitWeaponSlot = binocular _unit == ""; }; }; }; }; }; switch (_type select 0) do { case "weapon": { if (_canAdd || {_canFitWeaponSlot}) then { _addedToUnit = true; switch (_container) do { case "vest": { (vestContainer _unit) addWeaponCargoGlobal [_classname, 1]; }; case "backpack": { (backpackContainer _unit) addWeaponCargoGlobal [_classname, 1]; }; case "uniform": { (uniformContainer _unit) addWeaponCargoGlobal [_classname, 1]; }; default { if (_canFitWeaponSlot) then { _unit addWeaponGlobal _classname; } else { { _x params ["_parameters", "_container"]; if (_parameters call CBA_fnc_canAddItem) exitWith { _container addWeaponCargoGlobal [_classname, 1]; // addWeaponGlobal will replace the weapon currently in a slot }; } forEach [ [[_unit, _classname, 1, false, false, true], backpackContainer _unit], [[_unit, _classname, 1, false, true, false], vestContainer _unit], [[_unit, _classname, 1, true, false, false], uniformContainer _unit] ]; }; }; }; } else { _addedToUnit = false; private _pos = _unit modelToWorldVisual [0,1,0.05]; _unit = createVehicle ["WeaponHolder_Single_F", _pos, [], 0, "NONE"]; _unit addWeaponCargoGlobal [_classname, 1]; _unit setPosATL _pos; }; }; case "magazine": { if (_ammoCount == -1) then { _ammoCount = getNumber (configFile >> "CfgMagazines" >> _classname >> "count"); }; if (_canAdd) then { _addedToUnit = true; switch (_container) do { case "vest": { _unit addItemToVest _classname; //@todo Bug! A full magazine, ignoring ammo. No such command. }; case "backpack": { _unit addItemToBackpack _classname; //@todo Bug! A full magazine, ignoring ammo. No such command. }; case "uniform": { _unit addItemToUniform _classname; //@todo Bug! A full magazine, ignoring ammo. No such command. }; default { _unit addMagazine [_classname, _ammoCount]; }; }; } else { _addedToUnit = false; private _pos = _unit modelToWorldVisual [0,1,0.05]; _unit = createVehicle ["WeaponHolder_Single_F", _pos, [], 0, "NONE"]; _unit addMagazineCargoGlobal [_classname, 1/*_ammoCount*/]; //@todo Bug! This isn't really the ammo, but magazine count. No such command. _unit setPosATL _pos; }; }; case "item": { if (_canAdd) then { _addedToUnit = true; switch (_container) do { case "vest": { _unit addItemToVest _classname; }; case "backpack": { _unit addItemToBackpack _classname; }; case "uniform": { _unit addItemToUniform _classname; }; default { _unit addItem _classname; }; }; } else { _addedToUnit = false; private _pos = _unit modelToWorldVisual [0,1,0.05]; _unit = createVehicle ["WeaponHolder_Single_F", _pos, [], 0, "NONE"]; _unit addItemCargoGlobal [_classname, 1]; _unit setPosATL _pos; }; }; default { _addedToUnit = false; WARNING_2("Incorrect item type passed to %1, passed: %2",QFUNC(AddToInventory),_type); }; }; [_addedToUnit, _unit]