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0644ad9ca2
* Added workaround functions for turret magazine ammo. * Switched to retrieving turrets dynamically instead of looking them up from an array. * Refactoring only, no functional changes * Repurposed getNeedRearmMagazines as a general purpose rearm info function + more. * The function retrieves all non-full magazines. This code was previously repeated in many different functions, but is now centralized in one. * Empty pylon filling is no longer supported in favor of the upcoming "pylons" ACE-module. Fixed bugs: * Rearm was using broken commands "magazineTurretAmmo" and "setMagazineTurretAmmo". They are now replaced with their corresponding workaround functions. * Pylon rearm was trying to set ammo count on empty pylons. Note: rearmSuccessLocal is not yet fixed! * Rearming no longer switches shell types in cannons/mortars. * Added Tuupertunut to authors. * Rearming no longer switches shell types. 2nd try. Last time it was fixed only if the turret is manned. Now it is fixed even when unmanned. * Updated fnc_rearm to support the earlier repurposing of fnc_getNeedRearmMagazines. * Small fixes and comments. * Renamed fnc_getVehicleMagazines to fnc_getTurretConfigMagazines. The latter describes much better what the function actually does. * Removed redundant checks. * Refactoring. * Fixed spaces in macros. * Renamed fnc_getAllTurrets to fnc_getAllRearmTurrets
46 lines
1.0 KiB
Plaintext
46 lines
1.0 KiB
Plaintext
/*
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* Author: GitHawk
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* Drops a magazine, optionally deletes it and optionally unholsters the wepaon.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Delete dummy object <BOOL>(optional)
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* 2: Unholster Weapon <BOOL>(optional)
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*
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* Return Value:
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* None
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*
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* Example:
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* [player, true, true] call ace_rearm_fnc_dropAmmo
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params [
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"_unit",
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["_delete", false],
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["_unholster", true]
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];
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private _dummy = _unit getVariable [QGVAR(dummy), objNull];
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if !(isNull _dummy) then {
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detach _dummy;
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if (_delete) then {
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deleteVehicle _dummy;
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} else {
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_dummy setVelocity [0,0,-0.1];
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};
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_unit setVariable [QGVAR(dummy), objNull];
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};
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private _actionID = _unit getVariable [QGVAR(ReleaseActionID), -1];
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if (_actionID != -1) then {
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_unit removeAction _actionID;
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_unit setVariable [QGVAR(ReleaseActionID), nil];
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};
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[_unit, "forceWalk", QGVAR(vehRearm), false] call EFUNC(common,statusEffect_set);
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if (_unholster) then {
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REARM_UNHOLSTER_WEAPON
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};
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