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* 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
43 lines
1.1 KiB
Plaintext
43 lines
1.1 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: esteldunedain, phyma
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* Check if the target has an MG equiped with belt system that the player can link
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*
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* Arguments:
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* 0: Player <OBJECT>
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* 1: Target <OBJECT>
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*
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* Return Value:
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* Maximum ammo of magazine (-1 on error) <NUMBER>
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*
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* Example:
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* [player, cursorObject] call ace_reload_fnc_getAmmoToLinkBelt;
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*
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* Public: No
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*/
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params ["_player", "_target"];
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if (vehicle _target != _target) exitWith {-1};
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private _magazineType = currentMagazine _target;
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private _magazineCfg = configFile >> "CfgMagazines" >> _magazineType;
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if (getNumber (_magazineCfg >> "ACE_isBelt") == 0) exitWith {-1};
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// Check if the ammo is not empty or full
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private _ammoCount = _target ammo currentWeapon _target;
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// Exit if the belt is full or empty
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if (_ammoCount == 0 || getNumber (_magazineCfg >> "count") - _ammoCount == 0) exitWith {-1};
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// Check if the player has any of the same magazines
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// Calculate max ammo
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private _maxAmmo = 0;
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{
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_maxAmmo = _maxAmmo max (_x select 1);
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} forEach (magazinesAmmo _player select {_x select 0 == _magazineType});
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_maxAmmo
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