ACE3/addons/magazinerepack/functions/fnc_startRepackingMagazine.sqf
jonpas e11e102a76 Underwater actions support (#4984)
* Enable majority of actions underwater

* Remove log

* Add logistics_wirecutter support (don't play kneel animations underwater - looks silly)

* Don't perform kneel animations when repairing or medicaling underwater

* Fix interaction menu rendering underwater (was moving based on player eye level due to height max used for large vehicles)

* Fix attach underwater (LIW does not work underwater, LIS does), Add attach scan drawing define

* Remove left-over systemChat

* Remove vehiclelock from Plane, Disallow linking belt underwater, Allow checking ammo when sitting via action (was already possible via keybind), Use param for LIS
2017-08-22 13:30:56 -05:00

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/*
* Author: PabstMirror (based on repack from commy2, esteldunedain, Ruthberg)
* Starts repacking a specific magazine classname.
* If room in inventory, unload magazine from weapon to be repacked.
* Precalcs all the event timings and starts the progressBar.
*
* Arguments:
* 0: Target <OBJECT>
* 1: Player <OBJECT>
* 2: Magazine Classname <STRING>
*
* Return Value:
* None
*
* Example:
* [player, player, "30Rnd_65x39_caseless_mag"] call ace_magazinerepack_fnc_startRepackingMagazine
*
* Public: No
*/
#include "script_component.hpp"
params ["_target", "_player", "_magazineClassname"];
if (isNil "_magazineClassname" || {_magazineClassname == ""}) exitWith {ERROR("Bad Mag Classname");};
private _magazineCfg = configFile >> "CfgMagazines" >> _magazineClassname;
// Calculate actual ammo to transfer during repack
private _fullMagazineCount = getNumber (_magazineCfg >> "count");
//Is linked belt magazine:
private _isBelt = isNumber (_magazineCfg >> "ACE_isBelt") && {(getNumber (_magazineCfg >> "ACE_isBelt")) == 1};
//Check canInteractWith:
if !([_player, objNull, ["isNotInside", "isNotSwimming", "isNotSitting"]] call EFUNC(common,canInteractWith)) exitWith {};
[_player] call EFUNC(common,goKneeling);
private _startingAmmoCounts = [];
{
_x params ["_xClassname", "_xCount", "_xLoaded", "_xType"];
if (_xClassname == _magazineClassname && {_xCount != _fullMagazineCount && {_xCount > 0}}) then {
if (_xLoaded) then {
//Try to Remove from weapon and add to inventory, otherwise ignore
if (_player canAdd _magazineClassname) then {
switch (_xType) do {
case (1): {_player removePrimaryWeaponItem _magazineClassname};
case (2): {_player removeHandgunItem _magazineClassname};
case (4): {_player removeSecondaryWeaponItem _magazineClassname};
default {ERROR("Loaded Location Invalid");};
};
_player addMagazine [_magazineClassname, _xCount];
_startingAmmoCounts pushBack _xCount;
};
} else {
_startingAmmoCounts pushBack _xCount;
};
};
} forEach (magazinesAmmoFull _player);
if (count _startingAmmoCounts < 2) exitWith {ERROR("Not Enough Mags to Repack");};
private _simEvents = [_fullMagazineCount, _startingAmmoCounts, _isBelt] call FUNC(simulateRepackEvents);
private _totalTime = _simEvents select (count _simEvents - 1) select 0;
[
_totalTime,
[_magazineClassname, _startingAmmoCounts, _simEvents],
{_this call FUNC(magazineRepackFinish)},
{_this call FUNC(magazineRepackFinish)},
(localize LSTRING(RepackingMagazine)),
{_this call FUNC(magazineRepackProgress)},
["isNotInside", "isNotSwimming", "isNotSitting"]
] call EFUNC(common,progressBar);