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