ACE3/addons/rearm/functions/fnc_dropAmmo.sqf
Tuupertunut 0644ad9ca2 Rearm bugfixing (#5411)
* 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
2017-09-29 14:53:25 -05:00

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/*
* Author: GitHawk
* Drops a magazine, optionally deletes it and optionally unholsters the wepaon.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Delete dummy object <BOOL>(optional)
* 2: Unholster Weapon <BOOL>(optional)
*
* Return Value:
* None
*
* Example:
* [player, true, true] call ace_rearm_fnc_dropAmmo
*
* Public: No
*/
#include "script_component.hpp"
params [
"_unit",
["_delete", false],
["_unholster", true]
];
private _dummy = _unit getVariable [QGVAR(dummy), objNull];
if !(isNull _dummy) then {
detach _dummy;
if (_delete) then {
deleteVehicle _dummy;
} else {
_dummy setVelocity [0,0,-0.1];
};
_unit setVariable [QGVAR(dummy), objNull];
};
private _actionID = _unit getVariable [QGVAR(ReleaseActionID), -1];
if (_actionID != -1) then {
_unit removeAction _actionID;
_unit setVariable [QGVAR(ReleaseActionID), nil];
};
[_unit, "forceWalk", QGVAR(vehRearm), false] call EFUNC(common,statusEffect_set);
if (_unholster) then {
REARM_UNHOLSTER_WEAPON
};