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0644ad9ca2
* Added workaround functions for turret magazine ammo. * Switched to retrieving turrets dynamically instead of looking them up from an array. * Refactoring only, no functional changes * Repurposed getNeedRearmMagazines as a general purpose rearm info function + more. * The function retrieves all non-full magazines. This code was previously repeated in many different functions, but is now centralized in one. * Empty pylon filling is no longer supported in favor of the upcoming "pylons" ACE-module. Fixed bugs: * Rearm was using broken commands "magazineTurretAmmo" and "setMagazineTurretAmmo". They are now replaced with their corresponding workaround functions. * Pylon rearm was trying to set ammo count on empty pylons. Note: rearmSuccessLocal is not yet fixed! * Rearming no longer switches shell types in cannons/mortars. * Added Tuupertunut to authors. * Rearming no longer switches shell types. 2nd try. Last time it was fixed only if the turret is manned. Now it is fixed even when unmanned. * Updated fnc_rearm to support the earlier repurposing of fnc_getNeedRearmMagazines. * Small fixes and comments. * Renamed fnc_getVehicleMagazines to fnc_getTurretConfigMagazines. The latter describes much better what the function actually does. * Removed redundant checks. * Refactoring. * Fixed spaces in macros. * Renamed fnc_getAllTurrets to fnc_getAllRearmTurrets
54 lines
1.2 KiB
Plaintext
54 lines
1.2 KiB
Plaintext
/*
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* Author: GitHawk
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* Grabs an dummy ammo.
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*
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* Arguments:
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* 0: Ammo Dummy <OBJECT>
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* 1: Unit <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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* [dummy, player] call ace_rearm_fnc_grabAmmo
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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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params ["_dummy", "_unit"];
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REARM_HOLSTER_WEAPON;
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[_unit, "forceWalk", QGVAR(vehRearm), true] call EFUNC(common,statusEffect_set);
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[
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TIME_PROGRESSBAR(5),
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[_dummy, _unit],
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{
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private ["_actionID"];
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params ["_args"];
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_args params ["_dummy", "_unit"];
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[_dummy, _unit] call FUNC(pickUpAmmo);
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private _actionID = _unit getVariable [QGVAR(ReleaseActionID), -1];
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if (_actionID != -1) then {
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_unit removeAction _actionID;
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};
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_actionID = _unit addAction [
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format ["<t color='#FF0000'>%1</t>", localize ELSTRING(dragging,Drop)],
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'(_this select 0) call FUNC(dropAmmo)',
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nil,
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20,
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false,
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true,
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"",
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'!isNull (_target getVariable [QGVAR(dummy), objNull])'
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];
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_unit setVariable [QGVAR(ReleaseActionID), _actionID];
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},
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"",
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localize LSTRING(GrabAction),
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{true},
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["isnotinside"]
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] call EFUNC(common,progressBar);
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