ACE3/addons/magazinerepack/functions/fnc_getMagazineChildren.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: PabstMirror, commy2, esteldunedain, Ruthberg
* Gets magazine children for interaciton menu.
*
* Arguments:
* 0: Target <OBJECT>
* 1: Player <OBJECT>
*
* Return Value:
* ChildActions <ARRAY>
*
* Example:
* [player, player] call ace_magazinerepack_fnc_getMagazineChildren
*
* Public: No
*/
params ["_target", "_player"];
// get all mags and ammo count
private _unitMagazines = [];
private _unitMagCounts = [];
{
_x params ["_xClassname", "_xCount", "_xLoaded", "_xType"];
private _xFullMagazineCount = getNumber (configFile >> "CfgMagazines" >> _xClassname >> "count");
//for every partial magazine, that is either in inventory or can be moved there
if ((_xCount < _xFullMagazineCount) && {_xCount > 0} && {(!_xLoaded) || {_player canAdd _xClassname}}) then {
private _index = _unitMagazines find _xClassname;
if (_index == -1) then {
_unitMagazines pushBack _xClassname;
_unitMagCounts pushBack [_xCount];
} else {
(_unitMagCounts select _index) pushBack _xCount;
};
};
} forEach (magazinesAmmoFull _player);
//Create the action children for all appropriate magazines
private _actions = [];
{
if ((count (_unitMagCounts select _forEachIndex)) >= 2) then {// Ignore invalid magazines types (need 2+ partial mags to do anything)
private _displayName = getText (configFile >> "CfgMagazines" >> _x >> "displayName");
private _picture = getText (configFile >> "CfgMagazines" >> _x >> "picture");
private _action = [_x, _displayName, _picture, {_this call FUNC(startRepackingMagazine)}, {true}, {}, _x] call EFUNC(interact_menu,createAction);
_actions pushBack [_action, [], _player];
};
} forEach _unitMagazines;
_actions