ACE3/addons/reload/functions/fnc_getAmmoToLinkBelt.sqf
johnb432 44e0fdb6fa
Reload - Code cleanup and various improvements (#9343)
* Reload code cleanup

* Update fnc_startLinkingBelt.sqf

* Update addons/reload/functions/fnc_getAmmoToLinkBelt.sqf

Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>

---------

Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
2023-08-28 14:26:24 -03:00

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#include "script_component.hpp"
/*
* Author: esteldunedain, phyma
* Check if the target has an MG equipped with belt system that a unit can link.
*
* Arguments:
* 0: Unit wanting to execute the reload <OBJECT>
* 1: Unit equipped with the weapon <OBJECT>
*
* Return Value:
* Maximum ammo of magazine (-1 on error) <NUMBER>
*
* Example:
* [player, cursorObject] call ace_reload_fnc_getAmmoToLinkBelt;
*
* Public: No
*/
params ["_unit", "_target"];
if !(isNull objectParent _target) exitWith {-1};
private _magazine = currentMagazine _target;
private _magazineCfg = configFile >> "CfgMagazines" >> _magazine;
if (getNumber (_magazineCfg >> "ACE_isBelt") == 0) exitWith {-1};
// Check if the ammo is not empty or full
private _ammoCount = _target ammo currentWeapon _target;
// Exit if the belt is full or empty
if (_ammoCount == 0 || {getNumber (_magazineCfg >> "count") - _ammoCount == 0}) exitWith {-1};
// Check if the unit has any of the same magazines and calculate max ammo
private _maxAmmo = 0;
{
_maxAmmo = _maxAmmo max (_x select 1);
} forEach (magazinesAmmo _unit select {(_x select 0) == _magazine});
_maxAmmo