ACE3/addons/mk6mortar/functions/fnc_loadMagazine.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: Grey
* Loads Magazine into static weapon
*
* Arguments:
* 0: static <OBJECT>
* 1: unit <OBJECT>
* 2: magazine class to load; if not given the first compatible magazine is loaded <STRING> (default: "")
*
* Return Value:
* None
*
* Example:
* [_target,_player,"ACE_1Rnd_82mm_Mo_HE"] call ace_mk6mortar_fnc_loadMagazine
*
* Public: Yes
*/
params ["_static","_unit",["_magazineClassOptional","",[""]]];
//If function has been called with an optional classname hten add that magazine to the static weapon. Otherwise add the compatible magazine
if(_magazineClassOptional != "") then {
_unit removeMagazine _magazineClassOptional;
[QGVAR(addMagazine), [_static, _magazineClassOptional]] call CBA_fnc_globalEvent;
} else {
//Get weapon & magazine information of static weapon
private _weapon = (_static weaponsTurret [0]) select 0;
private _currentMagazine = (magazinesAllTurrets _static) select 1;
private _currentMagazineClass = _currentMagazine select 0;
private _count = _currentMagazine select 2;
//Check all of the players magazines to see if they are compatible with the static weapon. First magazine that is compatible is chosen
//VKing: This section ought to be double checked.
private _magazines = magazines _unit;
private _magazineDetails = magazinesDetail _unit;
private _listOfMagNames = getArray(configFile >> "cfgWeapons" >> _weapon >> "magazines");
private _magazineClass = "";
private _magazineClassDetails = "";
private _roundsLeft = 0;
{
if (_x in _listOfMagNames) exitWith {
_magazineClass = _x;
_magazineClassDetails = _magazineDetails select _forEachIndex;
};
} forEach _magazines;
//If the static weapon already has an empty magazine then remove it
if (_count == 0) then {
[QGVAR(removeMagazine), [_static, _currentMagazineClass]] call CBA_fnc_globalEvent;
};
//Find out the ammo count of the compatible magazine found
if (_magazineClassDetails != "") then{
private _parsed = _magazineClassDetails splitString "([]/: )";
_parsed params ["_type", "", "", "_roundsLeftText", "_maxRoundsText"];
_roundsLeft = parseNumber _roundsLeftText;
_magType = _type;
};
_unit removeMagazine _magazineClass;
[QGVAR(addMagazine), [_static, _magazineClass]] call CBA_fnc_globalEvent;
[QGVAR(setAmmo), [_static, _magazineClass,_roundsLeft], _static] call CBA_fnc_targetEvent;
};