#include "script_component.hpp" /* * Author: TCVM * Handles removing ammo from a turret * Called from a global event but only runs where turret is local * * Arguments: * 0: Static Weapon * 1: Turret Path * 2: Magainze Unit Can Carry * 3: Magazine To Remove From Static * 4: Unit to unload to * * Return Value: * None * * Example: * [cursorTarget, [0], "ACE_csw_100Rnd_127x99_mag_red", "500Rnd_127x99_mag_Tracer_Green", player] call ace_csw_fnc_reload_handleRemoveTurretMag * * Public: No */ params ["_vehicle", "_turretPath", "_carryMag", "_vehMag", "_unit"]; TRACE_5("removeTurretMag EH",_vehicle,_turretPath,_carryMag,_vehMag,_unit); TRACE_3("",local _vehicle, _vehicle turretLocal _turretPath,local _unit); if (!(_vehicle turretLocal _turretPath)) exitWith {}; private _magsInWeapon = []; // Check how much ammo it has now: { _x params ["_xMag", "_xTurret", "_xAmmo"]; if ((_xMag == _vehMag) && {_xTurret isEqualTo _turretPath}) then { _magsInWeapon pushBack _xAmmo; }; } forEach (magazinesAllTurrets _vehicle); TRACE_1("",_magsInWeapon); // Remove any empty mags from start: private _ammoInFirstMag = 0; while {(_magsInWeapon isNotEqualTo []) && {_ammoInFirstMag = _magsInWeapon deleteAt 0; (_ammoInFirstMag == 0)}} do { TRACE_1("Removing empty mag",_ammoInFirstMag); _vehicle removeMagazineTurret [_vehMag, _turretPath]; }; TRACE_2("",_magsInWeapon,_ammoInFirstMag); if ((_magsInWeapon isEqualTo []) && {_ammoInFirstMag == 0}) exitWith {}; private _maxAmmo = getNumber (configFile >> "CfgMagazines" >> _carryMag >> "count"); private _ammoRemoved = _ammoInFirstMag min _maxAmmo; private _ammoLeft = _ammoInFirstMag - _ammoRemoved; if ((_magsInWeapon isEqualTo []) && {_ammoInFirstMag > _ammoRemoved}) then { // Only one mag in gun, and we're just taking out a partial ammount (unlinking) TRACE_2("Setting mag ammo",_ammoRemoved,_ammoLeft); // _vehicle setMagazineTurretAmmo [_vehMag, _ammoLeft, _turretPath]; // setMagazineTurretAmmo is broken on split locality, use setAmmo for now private _weapon = (_vehicle weaponsTurret _turretPath) param [0, ""]; TRACE_3("setAmmo",_vehicle,_weapon, _ammoLeft); _vehicle setAmmo [_weapon, _ammoLeft]; private _currentAmmo = _vehicle magazineTurretAmmo [_vehMag, _turretPath]; if ((_weapon == "") || {_currentAmmo != _ammoLeft}) then { ERROR_1("failed to setAmmo - %1", _this); }; } else { // Because of command limitations, we need to remove mags to change their ammo // This will cause the gun to need to be reloaded if more than one is loaded (only a problem for non-assembly mode guns) TRACE_2("Removing magazine",_ammoRemoved,_ammoLeft); _vehicle removeMagazinesTurret [_vehMag, _turretPath]; if (_ammoLeft > 0) then { _magsInWeapon pushBack _ammoLeft; TRACE_1("Re-adding partial",_ammoLeft); }; { if (_x > 0) then { _vehicle addMagazineTurret [_vehMag, _turretPath, _x]; }; } forEach _magsInWeapon; }; TRACE_3("Returning ammo",_unit,_carryMag,_ammoRemoved); [QGVAR(returnAmmo), [_unit, _carryMag, _ammoRemoved], _unit] call CBA_fnc_targetEvent;