ACE3/addons/rearm/functions/fnc_canRearm.sqf
Tuupertunut 0644ad9ca2 Rearm bugfixing (#5411)
* 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
2017-09-29 14:53:25 -05:00

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/*
* Author: GitHawk, Jonpas
* Check if a unit can rearm.
*
* Arguments:
* 0: Vehicle <OBJECT>
* 1: Unit <OBJECT>
*
* Return Value:
* Can Rearm <BOOL>
*
* Example:
* [tank, player] call ace_rearm_fnc_canRearm
*
* Public: No
*/
#include "script_component.hpp"
params ["_vehicle", "_unit"];
if (!alive _vehicle) exitWith {false};
if (GVAR(level) == 0 || {isNull _unit} || {!(_unit isKindOf "CAManBase")} || {!local _unit} || {_vehicle distance _unit > REARM_ACTION_DISTANCE} || {_vehicle getVariable [QGVAR(disabled), false]}) exitWith {false};
private _dummy = _unit getVariable [QGVAR(dummy), objNull];
if (isNull _dummy) exitwith {false};
private _magazineClass = _dummy getVariable QGVAR(magazineClass);
if (isNil "_magazineClass") exitWith {false};
private _needRearmMags = [_vehicle] call FUNC(getNeedRearmMagazines);
// Testing if vehicle needs rearm on any magazines of class _magazineClass
private _needsRearm = ({(_x select 0) isEqualTo _magazineClass} count _needRearmMags) > 0;
_needsRearm