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a4ae61f1fc
* allow players to reload from nearSupplies * limit reloading to friendly sides * add handling for ai getting inside empty weapon * configOf for lookup * add getin handler, hammer out remaining bugs * configOf lookup * improve friendly/object filter * more configOf lookups * Capitalize settings, add ammo storage setting * remove systemChat Co-authored-by: PabstMirror <pabstmirror@gmail.com> * fix TRACE Co-authored-by: PabstMirror <pabstmirror@gmail.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
73 lines
2.9 KiB
Plaintext
73 lines
2.9 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: PabstMirror &Dani (TCVM)
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* Tests if unit can load a magazine into a static weapon.
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*
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* Arguments:
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* 0: Static Weapon <OBJECT>
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* 1: Turret Path <ARRAY>
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* 2: Carryable Magazine <STRING>
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* 3: Supplier <OBJECT>
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*
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* Return Value:
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* [CanLoad<BOOL>, LoadedMag<STRING>, AmmoNeeded<NUMBER>, IsBeltLinking<BOOL>]<ARRAY>
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*
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* Example:
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* [cursorObject, [0], "ACE_csw_100Rnd_127x99_mag_red", player] call ace_csw_fnc_reload_canLoadMagazine
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*
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* Public: No
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*/
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params ["_vehicle", "_turret", "_carryMag", ["_magSource", objNull]];
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// TRACE_4("reload_canLoadMagazine",_vehicle,_turret,_carryMag,_magSource);
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private _return = [false, "", -2, false];
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// Handle disassembled or deleted
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if (!alive _vehicle) exitWith { _return };
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// Verify holder has carry magazine
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if (
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(!isNull _magSource) &&
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{!((_magSource isKindOf "Bag_Base") || {_magSource isKindOf "ContainerSupply"})} && // hacky workaround for magazines within dropped backpacks
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{
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((_vehicle distance _magSource) > 10) ||
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{((magazineCargo _magSource) findIf {_x == _carryMag}) == -1}
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}
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) exitWith { _return };
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// solve config lookups
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private _cfgMagazines = configFile >> "CfgMagazines";
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private _cfgMagazinesCarryMag = _cfgMagazines >> _carryMag;
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private _desiredAmmo = getNumber (configOf _vehicle >> QUOTE(ADDON) >> "desiredAmmo");
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if (_desiredAmmo == 0) then { _desiredAmmo = 100; };
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private _ammoNeeded = _desiredAmmo min getNumber (_cfgMagazinesCarryMag >> "count"); // assume it needs full carry mag
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private _loadedMag = "";
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private _isBeltLinking = false;
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scopeName "main";
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{
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_x params ["_xMag", "_xTurret", "_xAmmo"];
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if (_xTurret isEqualTo _turret) then {
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if (_loadedMag != "") exitWith { [false, _loadedMag, -3, false] breakOut "main"; }; // Exit if static has multiple mags
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_loadedMag = _xMag;
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if (_xAmmo > 0) then {
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// There is a magazine with ammo loaded in the turret (are there any multi-muzzle static weapons??), see if we can add to this mag
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if (getNumber (_cfgMagazinesCarryMag >> _xMag) != 1) exitWith {
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[false, _loadedMag, -4, false] breakOut "main"; // Carry mag cannot be added to existing vehicle mag (e.g. red to green tracers)
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};
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if (getNumber (_cfgMagazinesCarryMag >> "ACE_isBelt") == 0) exitWith {
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[false, _loadedMag, -5, false] breakOut "main"; // Non-linkable mag loaded, can't add any more
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};
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private _maxMagazineAmmo = _desiredAmmo min getNumber (_cfgMagazines >> _xMag >> "count");
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if (_xAmmo >= _maxMagazineAmmo) exitWith {
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[false, _loadedMag, -6, false] breakOut "main"; // Already at capicity
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};
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_ammoNeeded = _maxMagazineAmmo - _xAmmo;
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_isBeltLinking = true;
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};
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};
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} forEach (magazinesAllTurrets _vehicle);
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[true, _loadedMag, _ammoNeeded, _isBeltLinking]
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