ACE3/addons/rearm/functions/fnc_pickUpAmmo.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
* Starts progress bar for picking up a specific kind of magazine from the ground.
*
* Arguments:
* 0: Ammo Dummy <OBJECT>
* 1: Unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* [target, player] call ace_rearm_fnc_pickUpAmmo
*
* Public: No
*/
#include "script_component.hpp"
params ["_dummy", "_unit"];
private _attachedDummy = _unit getVariable [QGVAR(dummy), objNull];
if !(isNull _attachedDummy) exitWith {};
_dummy attachTo [_unit, [0,1,0], "pelvis"];
private _nearUnits = _unit nearObjects ["CAManBase", 100];
// disableCollisionWith damage with the nearby units:
[QGVAR(makeDummyEH), [_dummy, [[-1,0,0],[0,0,1]]], _nearUnits] call CBA_fnc_targetEvent;
_unit setVariable [QGVAR(dummy), _dummy];