ACE3/addons/magazinerepack/functions/fnc_magazineRepackProgress.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 (based on repack from commy2, esteldunedain, Ruthberg)
* Handles each frame durring the repack progressBar.
* On each event (repacked bullet or move to new mag) it plays a sound and syncs up the new magazines to the player.
*
* Arguments:
* 0: Arguments [classname,lastAmmoStatus,events] <ARRAY>
* 1: Elapsed Time <NUMBER>
* 2: Total Time Repacking Will Take <NUMBER>
*
* Return Value:
* Keep going (on missing mags return false) <BOOL>
*
* Example:
* (args from progressBar) call ace_magazinerepack_fnc_magazineRepackProgress
*
* Public: No
*/
params ["_args", "_elapsedTime", "_totalTime"];
_args params ["_magazineClassname", "_lastAmmoCount", "_simEvents"];
if !((_simEvents select 0) params ["_nextEventTime", "_nextEventIsBullet", "_nextEventMags"]) exitWith { ERROR("No Event"); false };
if (_nextEventTime > _elapsedTime) exitWith { true };//waiting on next event
//Verify we aren't missing any ammo
private _currentAmmoCount = [];
{
_x params ["_xClassname", "_xCount"];
if (_xClassname == _magazineClassname) then {
_currentAmmoCount pushBack _xCount;
};
} forEach (magazinesAmmo ACE_player); //only inventory mags
//Go through mags we currently have and check off the ones we should have
private _addedMagazines = +_currentAmmoCount;
private _missingAmmo = false;
{
if (_x > 0) then {
private _index = _addedMagazines find _x;
if (_index != -1) then {
_addedMagazines deleteAt _index;
} else {
_missingAmmo = true;
};
};
} forEach _lastAmmoCount;
if (_missingAmmo) exitWith { false }; //something removed ammo that was being repacked (could be other players or scripts)
private _updateMagazinesOnPlayerFnc = {
ACE_player removeMagazines _magazineClassname; //remove inventory magazines
{
if (_x > 0) then {
ACE_player addMagazine [_magazineClassname, _x];
};
} forEach (_addedMagazines + _nextEventMags);
_args set [1, _nextEventMags]; //store the new magazine
};
if (_nextEventIsBullet) then {
playSound QGVAR(soundRoundFinished);
if ((((count _simEvents) % 3) == 0) || {(count _simEvents) == 1}) then {
//For performance - only update mags every 3 bullets (or if it's the last event)
call _updateMagazinesOnPlayerFnc;
};
} else {
playSound QGVAR(soundMagazineFinished);
call _updateMagazinesOnPlayerFnc;
};
_simEvents deleteAt 0; //pop off the event
true