ACE3/addons/reload/functions/fnc_displayAmmo.sqf
Dystopian 2eedf7a4e7
Reload - Fix display ammo count in vehicle (#7730)
* Fix display ammo count in vehicle

* Revert CSW changes
2020-06-13 15:54:06 -05:00

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#include "script_component.hpp"
/*
* Author: commy2 and esteldunedain
* Display the ammo of the currently loaded magazine of the target or count rifle grenades.
*
* Arguments:
* 0: Target <OBJECT>
*
* Return Value:
* None
*
* Example:
* player call ace_reload_fnc_displayAmmo
*
* Public: No
*/
#define COUNT_BARS 12
params ["_target"];
private _isStaticWeapon = _target isKindOf "StaticWeapon";
if (_isStaticWeapon) then {
[currentWeapon _target, currentMuzzle _target, "", currentMagazine _target]
} else {
weaponState _target
} params ["_weapon", "_muzzle", "", "_magazine"];
// currentWeapon returns "" for static weapons before they are shot once
if (_isStaticWeapon) then {
if (_weapon == "") then {
if (count (weapons _target) == 1) then {
_weapon = (weapons _target) select 0;
_muzzle = _weapon;
};
};
if (_magazine == "") then {
// Try to get magazine using magazinesAmmoFull
private _magazines = magazinesAmmoFull _target;
{
if (_x select 2) exitWith {
_magazine = _x select 0;
};
} forEach _magazines;
};
// For static weapons the muzzle seemingly never returns anything for static weapons with/without people inside
if (_muzzle == "") then {
_muzzle = _weapon;
};
};
TRACE_3("",_weapon,_muzzle,_magazine);
if ("" in [_weapon, _magazine]) exitWith {};
private _ammo = _target ammo _muzzle;
private _magazineConfig = configFile >> "CfgMagazines" >> _magazine;
private _maxRounds = getNumber (_magazineConfig >> "count") max 1;
private _count = -1; // Show a count instead of ammo bars (ignore if -1)
if (_muzzle != _weapon) then {
// grenade launcher (or some kind of seconday muzzle)
if (_ammo > 0) then {
if (_maxRounds == 1) then { // singleShot so show count of identical mags available instead of ammo bars
_count = 1 + ({_x == _magazine} count magazines _target);
};
} else {
if (_maxRounds <= 3) then { // empty GL/3GL - don't have a real magazine so just show count of any compatible mag
_magazine = "";
private _compatibleMagazines = [configFile >> "CfgWeapons" >> _weapon >> _muzzle] call CBA_fnc_compatibleMagazines;
_count = {_x in _compatibleMagazines} count (magazines _target); // safe because everything is config case
};
};
};
private _ammoBarsStructuredText = if (_count >= 0) then {
parseText format ["<t align='center' >%1x</t>", _count]
} else {
if (_maxRounds >= COUNT_BARS) then {
_count = round (COUNT_BARS * _ammo / _maxRounds);
if (_ammo > 0) then {_count = _count max 1};
if (_ammo < _maxRounds) then {_count = _count min (COUNT_BARS - 1)};
} else {
_count = _ammo;
};
private _color = [((2 * (1 - _ammo / _maxRounds)) min 1), ((2 * _ammo / _maxRounds) min 1), 0];
private _string = "";
for "_a" from 1 to _count do {
_string = _string + "|";
};
private _text = [_string, _color] call EFUNC(common,stringToColoredText);
_string = "";
for "_a" from (_count + 1) to (_maxRounds min COUNT_BARS) do {
_string = _string + "|";
};
composeText [_text, [_string, "#808080"] call EFUNC(common,stringToColoredText)];
};
if (_isStaticWeapon) then {
//Vehicle mags (usualy) don't have pictures, so just show the text above ammo count
private _loadedName = getText (_magazineConfig >> "displaynameshort");
_loadedName = parseText format ["<t align='center' >%1</t>", _loadedName];
private _text = composeText [_loadedName, linebreak, _ammoBarsStructuredText];
[_text] call EFUNC(common,displayTextStructured);
} else {
if (_magazine != "") then {
private _picture = getText (_magazineConfig >> "picture");
[_ammoBarsStructuredText, _picture] call EFUNC(common,displayTextPicture);
} else {
[_ammoBarsStructuredText, 1] call EFUNC(common,displayTextStructured);
};
};