#include "script_component.hpp" /* * 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_passMagazine * * Public: No */ params ["_player", "_target", "_weapon"]; private _compatibleMags = [_weapon] call CBA_fnc_compatibleMagazines; private _filteredMags = magazinesAmmoFull _player select { _x params ["_className", "", "_loaded"]; (_className in _compatibleMags) && {!_loaded} && {_target canAdd _className} }; //select magazine with most ammo private _magToPass = _filteredMags select 0; private _magToPassIndex = 0; { _x params ["_className", "_ammoCount"]; if (_ammoCount > (_magToPass select 1)) 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, "PutDown"] call EFUNC(common,doGesture); _target addMagazine [_magToPassClassName, _magToPassAmmoCount]; private _playerName = [_player] call EFUNC(common,getName); private _magToPassDisplayName = getText (configFile >> "CfgMagazines" >> _magToPassClassName >> "displayName"); [QEGVAR(common,displayTextStructured), [[LSTRING(PassMagazineHint), _playerName, _magToPassDisplayName], 1.5, _target], [_target]] call CBA_fnc_targetEvent;