ACE3/addons/reload/functions/fnc_getAmmoToLinkBelt.sqf
Phyma 95ade30d56 Linkingbelt refactoring (#5213)
* Linking belt refatoring

startLinking belt now uses canLinkBelt so if condition needs to be changed then you can do it on one position.

* Fixed requested change

Fixed requested change

* simplified it even more

canLinkBelt now returns a value over 0 if success and -1 if something is not right.

* Fixed bug where if error we would not exit

Fixed bug where if error we would not exit

* changed name on canLinkBelt

Changed name to better reflect the function of the function.

* Author hype

* fixed return value info

fixed return value info

* fix header
2017-05-29 13:49:21 -05:00

43 lines
1.1 KiB
Plaintext

/*
* Author: esteldunedain, phyma
* Check if the target has an MG equiped with belt system that the player can link
*
* Arguments:
* 0: Player <OBJECT>
* 1: Target <OBJECT>
*
* Return Value:
* Maximum ammo of magazine (-1 on error) <NUMBER>
*
* Example:
* [player, cursorObject] call ace_reload_fnc_getAmmoToLinkBelt;
*
* Public: No
*/
#include "script_component.hpp"
params ["_player", "_target"];
if (vehicle _target != _target) exitWith {-1};
private _magazineType = currentMagazine _target;
private _magazineCfg = configFile >> "CfgMagazines" >> _magazineType;
if (getNumber (_magazineCfg >> "ACE_isBelt") == 0) exitWith {-1};
// Check if the ammo is not empty or full
private _ammoCount = _target ammo currentWeapon _target;
// Exit if the belt is full or empty
if (_ammoCount == 0 || getNumber (_magazineCfg >> "count") - _ammoCount == 0) exitWith {-1};
// Check if the player has any of the same magazines
// Calculate max ammo
private _maxAmmo = 0;
{
_maxAmmo = _maxAmmo max (_x select 1);
} forEach (magazinesAmmo _player select {_x select 0 == _magazineType});
_maxAmmo