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8c69bd25ea
* Show rearm distance in action * Update addons/rearm/functions/fnc_addRearmActions.sqf --------- Co-authored-by: Cyruz143 <root.cyruz@gmail.com> Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
122 lines
4.0 KiB
Plaintext
122 lines
4.0 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: GitHawk
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* Show the resupplyable ammunition of all surrounding vehicles.
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*
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* Arguments:
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* 0: Ammo Truck <OBJECT>
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* 1: Player <OBJECT>
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*
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* Return Value:
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* ChildActions <ARRAY>
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*
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* Example:
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* [tank, player] call ace_rearm_fnc_addRearmActions
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*
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* Public: No
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*/
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params ["_truck", "_player"];
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private _vehicles = nearestObjects [_truck, ["AllVehicles"], GVAR(distance)];
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_vehicles = _vehicles select {
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_x != _truck
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&& {!(_x isKindOf "CAManBase")}
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&& {alive _x}
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&& {!(_x getVariable [QGVAR(disabled), false])}
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};
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private _cswCarryMagazines = [];
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private _vehicleActions = [];
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{
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private _vehicle = _x;
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private _displayName = getText (configOf _vehicle >> "displayName");
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private _distanceStr = (ACE_player distance _vehicle) toFixed 1;
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private _actionName = format ["%1 (%2m)", _displayName, _distanceStr];
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// Array of magazines that can be rearmed in the vehicle
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private _needRearmMags = ([_vehicle] call FUNC(getNeedRearmMagazines)) apply {_x select 0};
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// _needRearmMags without duplicates
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private _magazineHelper = _needRearmMags arrayIntersect _needRearmMags;
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_magazineHelper = _magazineHelper select {[_truck, _x] call FUNC(hasEnoughSupply)};
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if (["ace_csw"] call EFUNC(common,isModLoaded)) then {
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([_vehicle] call EFUNC(csw,aceRearmGetCarryMagazines)) params ["_turretMagsCSW", "_allCarryMags"];
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TRACE_3("csw compat",_vehicle,_turretMagsCSW,_allCarryMags);
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_cswCarryMagazines append _allCarryMags;
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_magazineHelper = _magazineHelper - _turretMagsCSW;
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};
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TRACE_2("can add",_x,_magazineHelper);
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if (_magazineHelper isNotEqualTo []) then {
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private _icon = getText(configOf _vehicle >> "Icon");
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if !((_icon select [0, 1]) == "\") then {
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_icon = "";
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};
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if (GVAR(level) == 0) then {
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// [Level 0] adds a single action to rearm the entire vic
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private _action = [
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_vehicle,
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_actionName,
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_icon,
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{_this call FUNC(rearmEntireVehicle)},
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{true},
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{},
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_vehicle
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] call EFUNC(interact_menu,createAction);
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_vehicleActions pushBack [_action, [], _truck];
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} else {
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// [Level 1,2] - Add actions for each magazine
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private _actions = [];
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{
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private _action = [
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_x,
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_x call FUNC(getMagazineName),
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getText(configFile >> "CfgMagazines" >> _x >> "picture"),
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{_this call FUNC(takeAmmo)},
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{true},
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{},
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[_x, _vehicle]
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] call EFUNC(interact_menu,createAction);
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_actions pushBack [_action, [], _truck];
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} forEach _magazineHelper;
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private _action = [
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_vehicle,
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_actionName,
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_icon,
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{},
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{true},
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{},
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[]
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] call EFUNC(interact_menu,createAction);
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_vehicleActions pushBack [_action, _actions, _truck];
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};
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};
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} forEach _vehicles;
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if (_cswCarryMagazines isNotEqualTo []) then {
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_cswCarryMagazines = _cswCarryMagazines arrayIntersect _cswCarryMagazines;
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_cswCarryMagazines = _cswCarryMagazines select {[_truck, _x] call FUNC(hasEnoughSupply)};
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private _baseAction = [QGVAR(cswTake), "CSW", "", {}, {true}] call EFUNC(interact_menu,createAction);
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private _subActions = _cswCarryMagazines apply {
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private _action = [
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_x,
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_x call FUNC(getMagazineName),
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getText(configFile >> "CfgMagazines" >> _x >> "picture"),
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{_this call FUNC(takeAmmo)},
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{true},
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{},
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[_x, _player]
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] call EFUNC(interact_menu,createAction);
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[_action, [], _truck];
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};
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_vehicleActions pushBack [_baseAction, _subActions, _truck];
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};
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_vehicleActions
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