ACE3/addons/rearm/functions/fnc_initSupplyVehicle.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: Githawk, PabstMirror
* Adds rearm supply actions to a vehicle or ammo container.
*
* Arguments:
* 0: Object <OBJECT>
*
* Return Value:
* None
*
* Example:
* [ammoTruck] call ace_rearm_fnc_initSupplyVehicle;
*
* Public: No
*/
if (!hasInterface) exitWith {}; // For now we just add actions, so no need non-clients
params ["_vehicle"];
private _typeOf = typeOf _vehicle;
TRACE_2("initSupplyVehicle",_vehicle,_typeOf);
if (!alive _vehicle) exitWith {};
private _configSupply = getNumber (configFile >> "CfgVehicles" >> _typeOf >> QGVAR(defaultSupply));
private _isSupplyVehicle = _vehicle getVariable [QGVAR(isSupplyVehicle), false];
private _oldRearmConfig = isClass (configFile >> "CfgVehicles" >> _typeOf >> "ACE_Actions" >> "ACE_MainActions" >> QGVAR(takeAmmo));
TRACE_3("",_configSupply,_isSupplyVehicle,_oldRearmConfig);
if ((_configSupply <= 0) && {!_isSupplyVehicle} && {!_oldRearmConfig}) exitWith {}; // Ignore if not enabled
if ((_oldRearmConfig || {_configSupply > 0}) && {_typeOf in GVAR(configTypesAdded)}) exitWith {}; // Only add class actions once
if (_oldRearmConfig || {_configSupply > 0}) then {GVAR(configTypesAdded) pushBack _typeOf};
private _actionReadSupplyCounter = [ // GVAR(supply) > 0
QGVAR(ReadSupplyCounter),
localize LSTRING(ReadSupplyCounter), // Check remaining ammunition
QPATHTOF(ui\icon_rearm_interact.paa),
{_this call FUNC(readSupplyCounter)},
{_this call FUNC(canReadSupplyCounter)}
] call EFUNC(interact_menu,createAction);
private _actionTakeAmmo = [
QGVAR(takeAmmo),
localize ([LSTRING(Rearm), LSTRING(TakeAmmo)] select (GVAR(level) > 0)),
QPATHTOF(ui\icon_rearm_interact.paa),
{},
{_this call FUNC(canTakeAmmo)},
{_this call FUNC(addRearmActions)}
] call EFUNC(interact_menu,createAction);
private _actionStoreAmmo = [
QGVAR(StoreAmmo),
localize LSTRING(StoreAmmo), // "Store ammo"
QPATHTOF(ui\icon_rearm_interact.paa),
{_this call FUNC(storeAmmo)},
{_this call FUNC(canStoreAmmo)}
] call EFUNC(interact_menu,createAction);
if (_oldRearmConfig || {_configSupply > 0}) then {
TRACE_1("Adding Class Actions",_typeOf);
[_typeOf, 0, ["ACE_MainActions"], _actionReadSupplyCounter] call EFUNC(interact_menu,addActionToClass);
if (!_oldRearmConfig) then {
[_typeOf, 0, ["ACE_MainActions"], _actionTakeAmmo] call EFUNC(interact_menu,addActionToClass);
[_typeOf, 0, ["ACE_MainActions"], _actionStoreAmmo] call EFUNC(interact_menu,addActionToClass);
} else {
WARNING_1("Actions already present on [%1]. Old Compat PBO?",_typeOf);
};
} else {
TRACE_1("Adding Object Actions",_typeOf);
[_vehicle, 0, ["ACE_MainActions"], _actionReadSupplyCounter] call EFUNC(interact_menu,addActionToObject);
[_vehicle, 0, ["ACE_MainActions"], _actionTakeAmmo] call EFUNC(interact_menu,addActionToObject);
[_vehicle, 0, ["ACE_MainActions"], _actionStoreAmmo] call EFUNC(interact_menu,addActionToObject);
};