ACE3/addons/rearm/functions/fnc_rearmEntireVehicleSuccessLocal.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: Tuupertunut
* Rearm an entire turret locally.
*
* Arguments:
* 0: Ammo Truck <OBJECT>
* 1: Vehicle <OBJECT>
* 2: TurretPath <ARRAY>
*
* Return Value:
* None
*
* Example:
* [ammo_truck, tank, [0]] call ace_rearm_fnc_rearmEntireVehicleSuccessLocal
*
* Public: No
*/
params ["_truck", "_vehicle", "_turretPath"];
TRACE_3("rearmEntireVehicleSuccessLocal",_truck,_vehicle,_turretPath);
// Fetching all rearmable magazines in this turret
private _magazines = ([_vehicle] call FUNC(getNeedRearmMagazines)) select {(_x select 1) isEqualTo _turretPath};
{
_x params ["_magazineClass", "_magTurretPath", "_isPylonMag", "_pylonIndex", "_maxMagazines", "_currentMagazines", "_maxRoundsPerMag", "_currentRounds"];
// Array of planned ammo counts in every magazine after the rearm is complete
private _plannedRounds = +_currentRounds;
// Trying to fill all existing magazines.
{
if (_x < _maxRoundsPerMag) then {
if ((GVAR(supply) == 0) || {[_truck, _magazineClass, (_maxRoundsPerMag - _x)] call FUNC(removeMagazineFromSupply)}) then {
_plannedRounds set [_forEachIndex, _maxRoundsPerMag];
};
};
} forEach _currentRounds;
// Trying to add new full magazines, if there is space left.
if (_currentMagazines < _maxMagazines) then {
for "_idx" from 1 to (_maxMagazines - _currentMagazines) do {
if ((GVAR(supply) == 0) || {[_truck, _magazineClass, _maxRoundsPerMag] call FUNC(removeMagazineFromSupply)}) then {
_plannedRounds pushBack _maxRoundsPerMag;
};
};
};
TRACE_2("rearming",_x,_plannedRounds);
// Updating new ammo counts to vehicle.
if (_isPylonMag) then {
_vehicle setAmmoOnPylon [_pylonIndex, (_plannedRounds select 0)];
} else {
[_vehicle, _magTurretPath, _magazineClass, _plannedRounds] call FUNC(setTurretMagazineAmmo);
};
} forEach _magazines;