ACE3/addons/reload/functions/fnc_canSwapTurretMagazine.sqf
johnb432 8de0740e94
Reload - Add manual reload for vehicle weapons - continued (#9398)
* Add manual reload to turrets

* Added reload via reload keybind

* Update fnc_canSwapTurretMagazine.sqf

* Update fnc_canSwapTurretMagazine.sqf

* Update fnc_canSwapTurretMagazine.sqf

* Engine based reloading, added more checks

* Update addons/reload/functions/fnc_canSwapTurretMagazine.sqf

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>

---------

Co-authored-by: LinkIsGrim <salluci.lovi@gmail.com>
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
2024-02-06 15:14:25 -08:00

53 lines
1.8 KiB
Plaintext

#include "..\script_component.hpp"
/*
* Author: PabstMirror, johnb43
* Check if the player can reload their vehicle's magazine to one with more ammo.
*
* Arguments:
* 0: Vehicle <OBJECT>
* 1: Player <OBJECT>
*
* Return Value:
* Can swap turret magazine <BOOL>
*
* Example:
* [vehicle player, player] call ace_reload_fnc_canSwapTurretMagazine
*
* Public: No
*/
params ["_vehicle", "_unit"];
TRACE_2("canSwapTurretMagazine",_vehicle,_unit);
private _turretPath = _vehicle unitTurret _unit;
if (_turretPath in [[-1], []]) exitWith {false}; // skip driver / cargo
if !(_vehicle turretLocal _turretPath) exitWith {false}; // just to be safe
(weaponState [_vehicle, _turretPath]) params ["_weapon", "_muzzle", "", "_magazine", "_ammoCount", "_roundReloadPhase", "_magazineReloadPhase"];
TRACE_5("",_weapon,_muzzle,_magazine,_ammoCount,typeOf _vehicle);
if ((_weapon == "") || {_weapon != _muzzle}) exitWith {false}; // skip multi-muzzle (he/ap auto-cannons)
if (_magazine == "") exitWith {false};
if (_roundReloadPhase + _magazineReloadPhase != 0) exitWith {false}; // can't reload while already reloading or while shooting
if (isText (configFile >> "CfgMagazines" >> _magazine >> "pylonWeapon")) exitWith {false};
if (getNumber (configFile >> "CfgWeapons" >> _weapon >> "type") % 2 == 1) exitWith {false}; // engine support for magazine swapping
private _maxAmmo = getNumber (configFile >> "CfgMagazines" >> _magazine >> "count");
if ((_ammoCount == 0) || {_ammoCount == _maxAmmo}) exitWith {false};
private _magAmmoCounts = [];
// Get count of rounds in magazines
{
_x params ["_xMag", "_xTurret", "_xAmmo"];
if ((_xMag == _magazine) && {_xTurret isEqualTo _turretPath}) then {
_magAmmoCounts pushBack _xAmmo;
};
} forEach (magazinesAllTurrets _vehicle);
TRACE_1("",_magAmmoCounts);
// Select maximum
(selectMax _magAmmoCounts) > _ammoCount