ACE3/addons/magazinerepack/functions/fnc_startRepackingMagazine.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: PabstMirror (based on repack from commy2, esteldunedain, Ruthberg)
* Starts repacking a specific magazine classname.
* If room in inventory, unload magazine from weapon to be repacked.
* Precalcs all the event timings and starts the progressBar.
*
* Arguments:
* 0: Target <OBJECT>
* 1: Player <OBJECT>
* 2: Magazine Classname <STRING>
*
* Return Value:
* None
*
* Example:
* [player, player, "30Rnd_65x39_caseless_mag"] call ace_magazinerepack_fnc_startRepackingMagazine
*
* Public: No
*/
params ["_target", "_player", "_magazineClassname"];
if (isNil "_magazineClassname" || {_magazineClassname == ""}) exitWith {ERROR("Bad Mag Classname");};
private _magazineCfg = configFile >> "CfgMagazines" >> _magazineClassname;
// Calculate actual ammo to transfer during repack
private _fullMagazineCount = getNumber (_magazineCfg >> "count");
//Is linked belt magazine:
private _isBelt = isNumber (_magazineCfg >> "ACE_isBelt") && {(getNumber (_magazineCfg >> "ACE_isBelt")) == 1};
//Check canInteractWith:
if !([_player, objNull, ["isNotInside", "isNotSwimming", "isNotSitting"]] call EFUNC(common,canInteractWith)) exitWith {};
[_player] call EFUNC(common,goKneeling);
private _startingAmmoCounts = [];
{
_x params ["_xClassname", "_xCount", "_xLoaded", "_xType"];
if (_xClassname == _magazineClassname && {_xCount != _fullMagazineCount && {_xCount > 0}}) then {
if (_xLoaded) then {
//Try to Remove from weapon and add to inventory, otherwise ignore
if (_player canAdd _magazineClassname) then {
switch (_xType) do {
case (1): {_player removePrimaryWeaponItem _magazineClassname};
case (2): {_player removeHandgunItem _magazineClassname};
case (4): {_player removeSecondaryWeaponItem _magazineClassname};
default {ERROR("Loaded Location Invalid");};
};
_player addMagazine [_magazineClassname, _xCount];
_startingAmmoCounts pushBack _xCount;
};
} else {
_startingAmmoCounts pushBack _xCount;
};
};
} forEach (magazinesAmmoFull _player);
if (count _startingAmmoCounts < 2) exitWith {ERROR("Not Enough Mags to Repack");};
private _simEvents = [_fullMagazineCount, _startingAmmoCounts, _isBelt] call FUNC(simulateRepackEvents);
private _totalTime = _simEvents select (count _simEvents - 1) select 0;
[
_totalTime,
[_magazineClassname, _startingAmmoCounts, _simEvents],
{_this call FUNC(magazineRepackFinish)},
{_this call FUNC(magazineRepackFinish)},
(localize LSTRING(RepackingMagazine)),
{_this call FUNC(magazineRepackProgress)},
["isNotInside", "isNotSwimming", "isNotSitting"]
] call EFUNC(common,progressBar);