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68 lines
2.4 KiB
Plaintext
68 lines
2.4 KiB
Plaintext
/*
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* Author: PabstMirror (based on repack from commy2, esteldunedain, Ruthberg)
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* Starts repacking a specific magazine classname.
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* If room in inventory, unload magazine from weapon to be repacked.
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* Precalcs all the event timings and starts the progressBar.
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*
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* Arguments:
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* 0: Magazine Classname <STRING>
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* ["30Rnd_65x39_caseless_mag"] call ace_magazinerepack_fnc_startRepackingMagazine
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_unit", "_fullMagazineCount", "_startingAmmoCounts", "_simEvents", "_totalTime"];
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PARAMS_1(_magazineClassname);
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if (isNil "_magazineClassname" || {_magazineClassname == ""}) exitWith {ERROR("Bad Mag Classname");};
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_unit = ACE_player;
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[ACE_player] call EFUNC(common,goKneeling);
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call EFUNC(interaction,hideMenu);//ToDo: Self Interaction Integration
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// Calculate actual ammo to transfer during repack
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_fullMagazineCount = getNumber (configfile >> "CfgMagazines" >> _magazineClassname >> "count");
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_startingAmmoCounts = [];
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{
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EXPLODE_4_PVT(_x,_xClassname,_xCount,_xLoaded,_xType);
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if ((_xClassname == _magazineClassname) && {(_xCount != _fullMagazineCount) && {_xCount > 0}}) then {
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if (_xLoaded) then {
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//Try to Remove from weapon and add to inventory, otherwise ignore
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if (_unit canAdd _magazineClassname) then {
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switch (_xType) do {
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case (1): {_unit removePrimaryWeaponItem _magazineClassname;};
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case (2): {_unit removeHandgunItem _magazineClassname;};
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case (4): {_unit removeSecondaryWeaponItem _magazineClassname;};
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default {ERROR("Loaded Location Invalid");};
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};
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_unit addMagazine [_magazineClassname, _xCount];
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_startingAmmoCounts pushBack _xCount;
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};
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} else {
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_startingAmmoCounts pushBack _xCount;
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};
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};
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} forEach (magazinesAmmoFull _unit);
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if ((count _startingAmmoCounts) < 2) exitwith {ERROR("Not Enough Mags to Repack");};
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_simEvents = [_fullMagazineCount, _startingAmmoCounts] call FUNC(simulateRepackEvents);
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_totalTime = (_simEvents select ((count _simEvents) - 1) select 0);
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[
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_totalTime,
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[_magazineClassname, _startingAmmoCounts, _simEvents],
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{_this call FUNC(magazineRepackFinish)},
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{_this call FUNC(magazineRepackFinish)},
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(localize "STR_ACE_MagazineRepack_RepackingMagazine"),
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{_this call FUNC(magazineRepackProgress)}
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] call EFUNC(common,progressBar);
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