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bce0913019
* Cookoff - add function to get ammo Fix #4565 - Function adds virtual ammo for rearm vehicles Remove FUNC(secondaryExplosions) - which duplicatd detonateAmunition Tweak timeBetweenAmmoDetonation calculation to use all ammo, not just the current mag Allow GVAR(enableAmmoCookoff) effect to work with GVAR(enable)=false * Fix header * Cleanup getting ammo from turrets
57 lines
1.5 KiB
Plaintext
57 lines
1.5 KiB
Plaintext
/*
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* Author: PabstMirror
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* Gets all magazines inside of a vehicle.
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*
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* Arguments:
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* 0: Vehicle <Object>
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*
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* Return Value:
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* 0: Ammo Array <ARRAY>
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* 0: Magazine Classname <STRING>
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* 1: Ammo Count <NUMBER>
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* 1: Total Ammo Count <NUMBER>
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*
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* Example:
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* [vehicle player] call ace_cookoff_fnc_getVehicleAmmo
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_vehicle"];
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TRACE_1("getVehicleAmmo",_vehicle);
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private _ammoToDetonate = [];
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private _totalAmmo = 0;
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// Get ammo from turrets
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{
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_x params ["_mag", "", "_count"];
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if (_count > 0) then {
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_ammoToDetonate pushBack [_mag, _count];
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_totalAmmo = _totalAmmo + _count;
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};
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} forEach (magazinesAllTurrets _vehicle);
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// Get ammo from cargo space
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{
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_x params ["_mag", "_count"];
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if (_count > 0) then {
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_ammoToDetonate pushBack [_mag, _count];
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_totalAmmo = _totalAmmo + _count;
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};
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} forEach (magazinesAmmoCargo _vehicle);
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// Get ammo from transportAmmo / ace_rearm
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private _vehCfg = configFile >> "CfgVehicles" >> typeOf _vehicle;
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if (((getNumber (_vehCfg >> "transportAmmo")) > 1000) || {isClass (_vehCfg >> "ACE_Actions" >> "ACE_MainActions" >> QEGVAR(rearm,TakeAmmo))}) then {
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TRACE_1("transportAmmo vehicle - adding virtual ammo",typeOf _vehicle);
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_ammoToDetonate pushBack ["2000Rnd_65x39_belt", 2000];
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_totalAmmo = _totalAmmo + 2000;
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_ammoToDetonate pushBack ["20Rnd_105mm_HEAT_MP", 100];
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_totalAmmo = _totalAmmo + 100;
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};
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[_ammoToDetonate, _totalAmmo]
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