ACE3/addons/common/functions/fnc_addToInventory.sqf
johnb432 4f1c2fa8d7
Common - Fix adding unusable throwables (#9980)
* Prevent adding unusable grenades

* Update fnc_addToInventory.sqf

* Update addons/common/functions/fnc_addToInventory.sqf

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>

* Update fnc_addToInventory.sqf

---------

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
2024-04-29 12:13:47 -05:00

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#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 weapon holder if no space.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Classname <STRING>
* 2: Container (uniform, vest, backpack) (default: "") <STRING>
* 3: Magazine Ammo Count (default: -1) <NUMBER>
*
* Return Value:
* 0: Added to player <BOOL>
* 1: Weapon holder item was placed in <OBJECT>
*
* Example:
* [player, "30Rnd_65x39_caseless_mag", "", 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;
private _weaponHolder = _unit;
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 == "";
};
};
};
};
};
if (_type select 0 == "magazine") then {
private _configAmmoCount = getNumber (configFile >> "CfgMagazines" >> _classname >> "count");
// https://feedback.bistudio.com/T74244
// When adding throwables with the addXXXCargo(Global) commands, they don't show up in the throwables list
// If a throwable has more than 1 ammo count, adding it with addItem(XXX) commands also renders the throwable unusable
if (_configAmmoCount == 1 && {_ammoCount in [-1, 1]} && {_classname call BIS_fnc_isThrowable}) then { // TODO: replace with https://community.bistudio.com/wiki/isThrowable in 2.18
_type set [0, "item"];
};
if (_ammoCount == -1) then {
_ammoCount = _configAmmoCount;
};
};
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;
_weaponHolder = nearestObject [_unit, "WeaponHolder"];
if (isNull _weaponHolder || {_unit distance _weaponHolder > 2}) then {
_weaponHolder = createVehicle ["GroundWeaponHolder", _unit, [], 0, "CAN_COLLIDE"];
};
_weaponHolder addWeaponCargoGlobal [_classname, 1];
};
};
case "magazine": {
if (_canAdd) then {
_addedToUnit = true;
switch (_container) do {
case "vest": {
(vestContainer _unit) addMagazineAmmoCargo [_classname, 1, _ammoCount];
};
case "backpack": {
(backpackContainer _unit) addMagazineAmmoCargo [_classname, 1, _ammoCount];
};
case "uniform": {
(uniformContainer _unit) addMagazineAmmoCargo [_classname, 1, _ammoCount];
};
default {
_unit addMagazine [_classname, _ammoCount];
};
};
} else {
_addedToUnit = false;
_weaponHolder = nearestObject [_unit, "WeaponHolder"];
if (isNull _weaponHolder || {_unit distance _weaponHolder > 2}) then {
_weaponHolder = createVehicle ["GroundWeaponHolder", _unit, [], 0, "CAN_COLLIDE"];
};
_weaponHolder addMagazineAmmoCargo [_classname, 1, _ammoCount];
};
};
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;
_weaponHolder = nearestObject [_unit, "WeaponHolder"];
if (isNull _weaponHolder || {_unit distance _weaponHolder > 2}) then {
_weaponHolder = createVehicle ["GroundWeaponHolder", _unit, [], 0, "CAN_COLLIDE"];
};
_weaponHolder addItemCargoGlobal [_classname, 1];
};
};
default {
_addedToUnit = false;
WARNING_2("Incorrect item type passed to %1, passed: %2",QFUNC(AddToInventory),_type);
};
};
[_addedToUnit, _weaponHolder]