mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
a4ae61f1fc
* allow players to reload from nearSupplies * limit reloading to friendly sides * add handling for ai getting inside empty weapon * configOf for lookup * add getin handler, hammer out remaining bugs * configOf lookup * improve friendly/object filter * more configOf lookups * Capitalize settings, add ammo storage setting * remove systemChat Co-authored-by: PabstMirror <pabstmirror@gmail.com> * fix TRACE Co-authored-by: PabstMirror <pabstmirror@gmail.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
80 lines
2.6 KiB
Plaintext
80 lines
2.6 KiB
Plaintext
#include "script_component.hpp"
|
|
/*
|
|
* Author: PabstMirror
|
|
* Gets magazines that the player is carrying that can be loaded into the static weapon
|
|
*
|
|
* Arguments:
|
|
* 0: Vehicle <OBJECT>
|
|
* 1: Player <OBJECT>
|
|
*
|
|
* Return Value:
|
|
* Mags <ARRAY>
|
|
* [Carry Magazine <STRING>, Turret Path <ARRAY>, Load Info <NUMBER>, Magazine Source <OBJECT>]
|
|
*
|
|
* Example:
|
|
* [cursorObject, player] call ace_csw_fnc_reload_getLoadableMagazines
|
|
*
|
|
* Public: No
|
|
*/
|
|
|
|
params ["_vehicle", "_player"];
|
|
|
|
private _magGroupsConfig = configFile >> QGVAR(groups); // so we don't solve in loop every time
|
|
private _availableMagazines = createHashMap; // slower than array, still needed for setting source of magazine
|
|
|
|
// filter enemy & player units while allowing pulling from friendly AI, crates, etc
|
|
private _nearSupplies = ((_vehicle nearSupplies 10) select {
|
|
isNull (group _x) ||
|
|
{!([_x] call EFUNC(common,isPlayer)) && {[side group _player, side group _x] call BIS_fnc_sideIsFriendly}}
|
|
});
|
|
|
|
// backpacks/uniforms/etc need to be added manually.
|
|
// array can't be modified while iterating, use copy
|
|
{
|
|
{
|
|
_x params ["_classname", "_container"];
|
|
_nearSupplies pushBack _container;
|
|
} forEach (everyContainer _x);
|
|
} forEach ((+_nearSupplies) select {(everyContainer _x) isNotEqualTo []});
|
|
|
|
// add caller to list of sources
|
|
_nearSupplies = [_player] + _nearSupplies;
|
|
|
|
{
|
|
private _xSource = _x;
|
|
private _mags = magazineCargo _xSource;
|
|
|
|
{
|
|
_availableMagazines set [_x, _xSource];
|
|
} forEach (_mags select {isClass (_magGroupsConfig >> _x)});
|
|
} forEach _nearSupplies;
|
|
|
|
if (_availableMagazines isEqualTo createHashMap) exitWith { [] }; // fast exit if no available mags
|
|
|
|
private _loadInfo = [];
|
|
private _return = [];
|
|
// Go through turrets and find weapons that we could reload
|
|
{
|
|
private _turretPath = _x;
|
|
{
|
|
private _weapon = _x;
|
|
{
|
|
//IGNORE_PRIVATE_WARNING ["_x", "_y"];
|
|
private _carryMag = _x;
|
|
private _magSource = _y;
|
|
private _carryGroup = _magGroupsConfig >> _carryMag;
|
|
{
|
|
if (
|
|
((getNumber (_carryGroup >> _x)) == 1) &&
|
|
{_loadInfo = [_vehicle, _turretPath, _carryMag, _magSource] call FUNC(reload_canLoadMagazine); _loadInfo select 0}
|
|
) exitWith {
|
|
_return pushBack [_carryMag, _turretPath, _loadInfo, _magSource];
|
|
};
|
|
} forEach ([_weapon] call CBA_fnc_compatibleMagazines);
|
|
} forEach _availableMagazines;
|
|
} forEach (_vehicle weaponsTurret _turretPath);
|
|
} forEach (allTurrets _vehicle);
|
|
// Note: these nested forEach's looks terrible, but most only have one element
|
|
|
|
_return
|