ACE3/addons/gunbag/functions/fnc_toGunbagCallback.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: Ir0n1E
* Put weapon into gunbag.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Target <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player, target] call ace_gunbag_fnc_toGunbagCallback
*
* Public: No
*/
params ["_unit", "_target"];
private _weapon = primaryWeapon _unit;
private _gunbag = backpackContainer _target;
private _state = [_unit, _weapon] call EFUNC(common,getWeaponState);
/*
* example return value _state
* [["","","optic_Aco",""],["arifle_MX_GL_ACO_F","GL_3GL_F"],["30Rnd_65x39_caseless_mag","1Rnd_HE_Grenade_shell"],[30,1]]
*/
_state params ["_items", "", "_magazines", "_ammo"];
private _mass = [_weapon, _items, _magazines] call FUNC(calculateMass);
{
_magazines set [_forEachIndex, [_x, _ammo select _forEachIndex]];
} forEach _magazines;
_unit removeWeapon _weapon;
// add virtual load
[_target, _gunbag, _mass] call EFUNC(movement,addLoadToUnitContainer);
_gunbag setVariable [QGVAR(gunbagWeapon), [_weapon, _items, _magazines], true];
// play sound
if (["ace_backpacks"] call EFUNC(common,isModLoaded)) then {
[_target, _gunbag] call EFUNC(backpacks,backpackOpened);
};