ACE3/addons/reloadlaunchers/functions/fnc_load.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: commy2
* Reload a launcher
*
* Arguments:
* 0: Unit with magazine <OBJECT>
* 1: Unit with launcher <OBJECT>
* 2: weapon name <STRING>
* 3: missile name <STRING>
*
* Return Value:
* None
*
* Example:
* [bob, kevin, "weapon", "missile"] call ace_reloadlaunchers_fnc_load
*
* Public: No
*/
params ["_unit", "_target", "_weapon", "_magazine"];
TRACE_4("params",_unit,_target,_weapon,_magazine);
private _reloadTime = if (isNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(buddyReloadTime))) then {
getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(buddyReloadTime))
} else {
2.5
};
// do animation
[_unit] call EFUNC(common,goKneeling);
// show progress bar
private _onSuccess = {
(_this select 0 select 0) removeMagazine (_this select 0 select 3);
[QGVAR(reloadLauncher), _this select 0, _this select 0 select 1] call CBA_fnc_targetEvent;
[localize LSTRING(LauncherLoaded)] call DEFUNC(common,displayTextStructured);
};
private _onFailure = {
[localize ELSTRING(common,ActionAborted)] call DEFUNC(common,displayTextStructured);
};
private _condition = {
(_this select 0) call DFUNC(canLoad) && {(_this select 0 select 0) distance (_this select 0 select 1) < 4}
};
[_reloadTime, [_unit, _target, _weapon, _magazine], _onSuccess, _onFailure, localize LSTRING(LoadingLauncher), _condition, ["isNotInside", "isNotSwimming"]] call EFUNC(common,progressBar);