ACE3/addons/respawn/functions/fnc_restoreGear.sqf
BrettMayson 438a90b63d
Common - Add CBA extended loadout (#8923)
* extended loadouts - earplugs, gunbag, and arsenal identity

* arsenal - maintain default loadout size check

* restore comment

Co-authored-by: jonpas <jonpas33@gmail.com>

* fix forgotten example

Co-authored-by: jonpas <jonpas33@gmail.com>
2022-08-25 11:56:54 -05:00

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#include "script_component.hpp"
/*
* Author: bux578, commy2
* Restores previously saved gear.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: All Gear based on return value of ACE_common_fnc_getAllGear <ARRAY>
*
* Return Value:
* None
*
* Example:
* [ACE_Player, stored_allGear, active_weapon_muzzle_and_mode] call ace_respawn_fnc_restoreGear
*
* Public: No
*/
params ["_unit", "_allGear", "_activeWeaponAndMuzzle"];
TRACE_3("restoreGear",_unit, count _allGear, _activeWeaponAndMuzzle);
// restore all gear
if (!isNil "_allGear") then {
[_unit, _allGear] call CBA_fnc_setLoadout;
};
// restore the last active weapon, muzzle and weaponMode
if (!isNil "_activeWeaponAndMuzzle") then {
// @todo, replace this with CBA_fnc_selectWeapon after next CBA update
_activeWeaponAndMuzzle params ["_activeWeapon", "_activeMuzzle", "_activeWeaponMode"];
if (
(_activeMuzzle != "") &&
{_activeMuzzle != _activeWeapon} &&
{_activeMuzzle in getArray (configFile >> "CfgWeapons" >> _activeWeapon >> "muzzles")}
) then {
_unit selectWeapon _activeMuzzle;
} else {
if (_activeWeapon != "") then {
_unit selectWeapon _activeWeapon;
};
};
if (currentWeapon _unit != "") then {
private _index = 0;
while {
_index < 299 && {currentWeaponMode _unit != _activeWeaponMode}
} do {
_unit action ["SwitchWeapon", _unit, _unit, _index];
_index = _index + 1;
};
};
};