ACE3/addons/rearm/functions/fnc_addMagazineToSupply.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: GitHawk
* Adds magazines to the supply. [Global Effects]
*
* Arguments:
* 0: Ammo Truck <OBJECT>
* 1: Magazine Classname <STRING>
* 2: Only partial <BOOL> (default: false)
*
* Return Value:
* None
*
* Example:
* [ammo_truck, "32Rnd_155mm_Mo_shells"] call ace_rearm_fnc_addMagazineToSupply
*
* Public: Yes
*/
if !(EGVAR(common,settingsInitFinished)) exitWith { // only run this after the settings are initialized
EGVAR(common,runAtSettingsInitialized) pushBack [FUNC(addMagazineToSupply), _this];
};
params [["_truck", objNull, [objNull]], ["_magazineClass", "", [""]], ["_partial", false, [false]]];
TRACE_3("addMagazineToSupply",_truck,_magazineClass,_partial);
if (GVAR(supply) == 0) exitWith {WARNING("supply setting is set to unlimited");};
if (isNull _truck || {_magazineClass isEqualTo ""}) exitWith {};
([_magazineClass] call FUNC(getCaliber)) params ["_cal", "_idx"];
// With limited supply, we add the caliber to the supply count
if (GVAR(supply) == 1) then {
private _supply = [_truck] call FUNC(getSupplyCount);
private _amountToAdd = if (!_partial || {GVAR(level) == 1}) then {
_cal
} else {
private _magazinePart = ((REARM_COUNT select _idx) / (getNumber (configFile >> "CfgMagazines" >> _magazineClass >> "count"))) min 1;
_cal * _magazinePart
};
TRACE_1("Adding",_amountToAdd);
[_truck, (_supply + _amountToAdd)] call FUNC(setSupplyCount);
};
// With magazine specific supply, we add or update the magazineSupply array
if (GVAR(supply) == 2) then {
private _magazineSupply = _truck getVariable [QGVAR(magazineSupply), []];
private _magazineIdx = -1;
{
_x params ["_magazine", "_rounds"];
if ((_magazine isEqualTo _magazineClass)) exitWith {
_magazineIdx = _forEachIndex;
};
} forEach _magazineSupply;
private _roundsPerTransaction = getNumber (configFile >> "CfgMagazines" >> _magazineClass >> "count");
if (_partial) then {
_roundsPerTransaction = _roundsPerTransaction min (REARM_COUNT select _idx);
};
if (_magazineIdx == -1) then {
if (_magazineSupply isEqualTo []) then {
_magazineSupply = [[_magazineClass, _roundsPerTransaction]];
} else {
_magazineSupply append [[_magazineClass, _roundsPerTransaction]];
}
} else {
(_magazineSupply select _magazineIdx) params ["", "_rounds"];
_magazineSupply set [_magazineIdx, [_magazineClass, (_rounds + _roundsPerTransaction)]];
};
_truck setVariable [QGVAR(magazineSupply), _magazineSupply, true];
};