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* 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>
192 lines
6.5 KiB
Plaintext
192 lines
6.5 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: Garth 'L-H' de Wet
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* Adds an item, weapon, or magazine to the unit's inventory or places it in a weapon holder if no space.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Classname <STRING>
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* 2: Container (uniform, vest, backpack) (default: "") <STRING>
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* 3: Magazine Ammo Count (default: -1) <NUMBER>
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*
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* Return Value:
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* 0: Added to player <BOOL>
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* 1: Weapon holder item was placed in <OBJECT>
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*
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* Example:
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* [player, "30Rnd_65x39_caseless_mag", "", 5] call ace_common_fnc_addToInventory
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*
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* Public: Yes
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*/
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params ["_unit", "_classname", ["_container", ""], ["_ammoCount", -1]];
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private _type = _classname call FUNC(getItemType);
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private _canAdd = false;
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private _canFitWeaponSlot = false;
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private _addedToUnit = false;
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private _weaponHolder = _unit;
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switch (_container) do {
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case "vest": {
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_canAdd = [_unit, _classname, 1, false, true, false] call CBA_fnc_canAddItem;
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};
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case "backpack": {
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_canAdd = [_unit, _classname, 1, false, false, true] call CBA_fnc_canAddItem;
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};
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case "uniform": {
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_canAdd = [_unit, _classname, 1, true, false, false] call CBA_fnc_canAddItem;
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};
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default {
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_canAdd = [_unit, _classname] call CBA_fnc_canAddItem;
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if (_canAdd) then {
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switch (_type select 1) do {
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case "primary": {
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_canFitWeaponSlot = primaryWeapon _unit == "";
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};
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case "secondary": {
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_canFitWeaponSlot = secondaryWeapon _unit == "";
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};
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case "handgun": {
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_canFitWeaponSlot = handgunWeapon _unit == "";
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};
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case "binocular": {
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_canFitWeaponSlot = binocular _unit == "";
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};
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};
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};
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};
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};
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if (_type select 0 == "magazine") then {
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private _configAmmoCount = getNumber (configFile >> "CfgMagazines" >> _classname >> "count");
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// https://feedback.bistudio.com/T74244
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// When adding throwables with the addXXXCargo(Global) commands, they don't show up in the throwables list
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// If a throwable has more than 1 ammo count, adding it with addItem(XXX) commands also renders the throwable unusable
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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
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_type set [0, "item"];
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};
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if (_ammoCount == -1) then {
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_ammoCount = _configAmmoCount;
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};
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};
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switch (_type select 0) do {
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case "weapon": {
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if (_canAdd || {_canFitWeaponSlot}) then {
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_addedToUnit = true;
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switch (_container) do {
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case "vest": {
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(vestContainer _unit) addWeaponCargoGlobal [_classname, 1];
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};
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case "backpack": {
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(backpackContainer _unit) addWeaponCargoGlobal [_classname, 1];
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};
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case "uniform": {
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(uniformContainer _unit) addWeaponCargoGlobal [_classname, 1];
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};
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default {
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if (_canFitWeaponSlot) then {
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_unit addWeaponGlobal _classname;
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} else {
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{
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_x params ["_parameters", "_container"];
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if (_parameters call CBA_fnc_canAddItem) exitWith {
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_container addWeaponCargoGlobal [_classname, 1]; // addWeaponGlobal will replace the weapon currently in a slot
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};
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} forEach [
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[[_unit, _classname, 1, false, false, true], backpackContainer _unit],
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[[_unit, _classname, 1, false, true, false], vestContainer _unit],
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[[_unit, _classname, 1, true, false, false], uniformContainer _unit]
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];
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};
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};
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};
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} else {
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_addedToUnit = false;
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_weaponHolder = nearestObject [_unit, "WeaponHolder"];
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if (isNull _weaponHolder || {_unit distance _weaponHolder > 2}) then {
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_weaponHolder = createVehicle ["GroundWeaponHolder", _unit, [], 0, "CAN_COLLIDE"];
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};
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_weaponHolder addWeaponCargoGlobal [_classname, 1];
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};
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};
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case "magazine": {
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if (_canAdd) then {
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_addedToUnit = true;
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switch (_container) do {
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case "vest": {
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(vestContainer _unit) addMagazineAmmoCargo [_classname, 1, _ammoCount];
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};
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case "backpack": {
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(backpackContainer _unit) addMagazineAmmoCargo [_classname, 1, _ammoCount];
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};
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case "uniform": {
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(uniformContainer _unit) addMagazineAmmoCargo [_classname, 1, _ammoCount];
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};
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default {
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_unit addMagazine [_classname, _ammoCount];
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};
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};
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} else {
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_addedToUnit = false;
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_weaponHolder = nearestObject [_unit, "WeaponHolder"];
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if (isNull _weaponHolder || {_unit distance _weaponHolder > 2}) then {
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_weaponHolder = createVehicle ["GroundWeaponHolder", _unit, [], 0, "CAN_COLLIDE"];
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};
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_weaponHolder addMagazineAmmoCargo [_classname, 1, _ammoCount];
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};
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};
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case "item": {
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if (_canAdd) then {
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_addedToUnit = true;
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switch (_container) do {
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case "vest": {
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_unit addItemToVest _classname;
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};
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case "backpack": {
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_unit addItemToBackpack _classname;
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};
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case "uniform": {
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_unit addItemToUniform _classname;
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};
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default {
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_unit addItem _classname;
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};
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};
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} else {
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_addedToUnit = false;
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_weaponHolder = nearestObject [_unit, "WeaponHolder"];
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if (isNull _weaponHolder || {_unit distance _weaponHolder > 2}) then {
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_weaponHolder = createVehicle ["GroundWeaponHolder", _unit, [], 0, "CAN_COLLIDE"];
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};
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_weaponHolder addItemCargoGlobal [_classname, 1];
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};
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};
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default {
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_addedToUnit = false;
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WARNING_2("Incorrect item type passed to %1, passed: %2",QFUNC(AddToInventory),_type);
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};
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};
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[_addedToUnit, _weaponHolder]
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