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https://github.com/acemod/ACE3.git
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95ade30d56
* 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
43 lines
1.1 KiB
Plaintext
43 lines
1.1 KiB
Plaintext
/*
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* Author: esteldunedain, phyma
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* Check if the target has an MG equiped with belt system that the player can link
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*
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* Arguments:
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* 0: Player <OBJECT>
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* 1: Target <OBJECT>
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*
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* Return Value:
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* Maximum ammo of magazine (-1 on error) <NUMBER>
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*
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* Example:
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* [player, cursorObject] call ace_reload_fnc_getAmmoToLinkBelt;
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_player", "_target"];
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if (vehicle _target != _target) exitWith {-1};
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private _magazineType = currentMagazine _target;
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private _magazineCfg = configFile >> "CfgMagazines" >> _magazineType;
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if (getNumber (_magazineCfg >> "ACE_isBelt") == 0) exitWith {-1};
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// Check if the ammo is not empty or full
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private _ammoCount = _target ammo currentWeapon _target;
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// Exit if the belt is full or empty
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if (_ammoCount == 0 || getNumber (_magazineCfg >> "count") - _ammoCount == 0) exitWith {-1};
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// Check if the player has any of the same magazines
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// Calculate max ammo
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private _maxAmmo = 0;
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{
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_maxAmmo = _maxAmmo max (_x select 1);
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} forEach (magazinesAmmo _player select {_x select 0 == _magazineType});
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_maxAmmo
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