mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
742626ff1a
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
89 lines
3.3 KiB
Plaintext
89 lines
3.3 KiB
Plaintext
#include "..\script_component.hpp"
|
|
/*
|
|
* Author: Tuupertunut
|
|
* Sets the ammo counts of all magazines of given class in turret.
|
|
*
|
|
* BIS command "setMagazineTurretAmmo" is broken at the time of writing (2017-06-24)
|
|
* (https://feedback.bistudio.com/T79689). This function is intended as a workaround for it. All
|
|
* magazines are removed and then added again with updated ammo counts.
|
|
* Note: As an unintended side effect, the turret reloads after running this function.
|
|
*
|
|
* Arguments:
|
|
* 0: Vehicle <OBJECT>
|
|
* 1: Turret Path <ARRAY>
|
|
* 2: Magazine Classname <STRING>
|
|
* 3: Ammo Counts in Magazines <ARRAY of NUMBERs>
|
|
*
|
|
* Return Value:
|
|
* None
|
|
*
|
|
* Example:
|
|
* [vehicle, [0], "200Rnd_127x99_mag_Tracer_Red", [200, 152]] call ace_rearm_fnc_setTurretMagazineAmmo
|
|
*
|
|
* Public: No
|
|
*/
|
|
|
|
params ["_vehicle", "_turretPath", "_magazineClass", "_ammoCounts"];
|
|
|
|
// Checking if a magazine of given class is currently loaded in any weapon.
|
|
private _magLoadedInWeapon = false;
|
|
private _loadedWeapon = "";
|
|
{
|
|
private _currentlyLoadedMag = (weaponState [_vehicle, _turretPath, _x]) select 3;
|
|
|
|
if (_currentlyLoadedMag isEqualTo _magazineClass) exitWith {
|
|
_magLoadedInWeapon = true;
|
|
_loadedWeapon = _x;
|
|
};
|
|
} forEach (_vehicle weaponsTurret _turretPath);
|
|
|
|
|
|
if (!_magLoadedInWeapon) then {
|
|
/* The easy case:
|
|
* The magazine class was not loaded, so we can just remove those magazines and
|
|
* add them back with updated ammo counts. */
|
|
|
|
_vehicle removeMagazinesTurret [_magazineClass, _turretPath];
|
|
{
|
|
_vehicle addMagazineTurret [_magazineClass, _turretPath, _x];
|
|
} forEach _ammoCounts;
|
|
} else {
|
|
/* Special hack case:
|
|
* The magazine class was loaded into a weapon. If the weapon has more than one type of
|
|
* magazine (e.g. AP and HEAT in a cannon), then removing all magazines would trigger the
|
|
* weapon to load a different magazine type. For example, removing the HEAT shells while HEAT
|
|
* is loaded makes the cannon switch to AP.
|
|
*
|
|
* To prevent that, we must remove all magazines that would fit into the weapon and then add
|
|
* them back with the magazine-to-be-loaded being the first. */
|
|
|
|
private _allowedMagClassesInWeapon = [_loadedWeapon, true] call CBA_fnc_compatibleMagazines;
|
|
|
|
/* Current ammo counts of all allowed magazine classes in weapon.
|
|
* Example: [["8Rnd_82mm_Mo_shells", [8, 8, 2]], ["8Rnd_82mm_Mo_Flare_white", [7]]] */
|
|
private _ammoCountsByMagClass = _allowedMagClassesInWeapon apply {[_x, ([_vehicle, _turretPath, _x] call FUNC(getTurretMagazineAmmo))]};
|
|
|
|
// Removing all magazines that fit into the weapon.
|
|
{
|
|
_vehicle removeMagazinesTurret [_x, _turretPath];
|
|
} forEach _allowedMagClassesInWeapon;
|
|
|
|
// Adding the mags of the given class first with updated ammo counts.
|
|
{
|
|
_vehicle addMagazineTurret [_magazineClass, _turretPath, _x];
|
|
} forEach _ammoCounts;
|
|
|
|
// Adding back all other magazines with their original ammo counts.
|
|
{
|
|
_x params ["_loopMagClass", "_loopAmmoCounts"];
|
|
|
|
if (_loopMagClass isNotEqualTo _magazineClass) then {
|
|
{
|
|
_vehicle addMagazineTurret [_loopMagClass, _turretPath, _x];
|
|
} forEach _loopAmmoCounts;
|
|
};
|
|
} forEach _ammoCountsByMagClass;
|
|
};
|
|
|
|
TRACE_5("setTurretMagazineAmmo",_vehicle,_turretPath,_magazineClass,_ammoCounts,_loadedWeapon);
|