ACE3/addons/rangecard/functions/fnc_updateClassNames.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

53 lines
1.6 KiB
Plaintext

#include "script_component.hpp"
/*
* Authors: Ruthberg
* Updates the ammo and weapon class names
*
* Arguments:
* unit <OBJECT>
*
* Return Value:
* Update successful? <BOOLEAN>
*
* Example:
* unit call ace_rangecard_fnc_updateClassNames
*
* Public: No
*/
private _unit = _this;
private _ammoClass = "";
private _magazineClass = "";
private _weaponClass = primaryWeapon _unit;
if (_weaponClass == "") exitWith { (GVAR(ammoClass) != "" && GVAR(magazineClass) != "" && GVAR(weaponClass) != "") };
{
private _ammo = getText (configFile >> "CfgMagazines" >> _x >> "ammo");
private _ammoConfig = (configFile >> "CfgAmmo" >> _ammo);
private _parentClasses = [_ammoConfig, true] call BIS_fnc_returnParents;
if ("BulletBase" in _parentClasses) exitWith {
_ammoClass = _ammo;
_magazineClass = _x;
};
} forEach (primaryWeaponMagazine _unit);
if (_ammoClass == "") exitWith { (GVAR(ammoClass) != "" && GVAR(magazineClass) != "" && GVAR(weaponClass) != "") };
if (_unit == ACE_player) then {
GVAR(zeroRange) = [_unit] call EFUNC(scopes,getCurrentZeroRange);
GVAR(boreHeight) = [_unit, 0] call EFUNC(scopes,getBoreHeight);
GVAR(ammoClass) = _ammoClass;
GVAR(magazineClass) = _magazineClass;
GVAR(weaponClass) = _weaponClass;
} else {
GVAR(zeroRangeCopy) = [_unit] call EFUNC(scopes,getCurrentZeroRange);
GVAR(boreHeightCopy) = [_unit, 0] call EFUNC(scopes,getBoreHeight);
GVAR(ammoClassCopy) = _ammoClass;
GVAR(magazineClassCopy) = _magazineClass;
GVAR(weaponClassCopy) = _weaponClass;
};
true