ACE3/addons/rearm/functions/fnc_rearmEntireVehicleSuccess.sqf
jonpas 742626ff1a
General - Relative script_component.hpp includes (#9378)
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-09-12 20:58:10 +02:00

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#include "..\script_component.hpp"
/*
* Author: GitHawk
* Rearm an entire vehicle.
*
* Arguments:
* 0: Ammo Truck <OBJECT>
* 1: Vehicle <OBJECT>
*
* Return Value:
* None
*
* Example:
* [ammo_truck, tank] call ace_rearm_fnc_rearmEntireVehicleSuccess
*
* Public: No
*/
params ["_truck", "_vehicle"];
TRACE_2("rearmEntireVehicleSuccess",_truck,_vehicle);
if (isServer) then {
private _turrets = [_vehicle] call FUNC(getAllRearmTurrets);
{
private _turretOwnerID = _vehicle turretOwner _x;
if (_turretOwnerID == 0) then {
[QGVAR(rearmEntireVehicleSuccessLocalEH), [_truck, _vehicle, _x], [_vehicle]] call CBA_fnc_targetEvent;
} else {
[QGVAR(rearmEntireVehicleSuccessLocalEH), [_truck, _vehicle, _x], _turretOwnerID] call CBA_fnc_ownerEvent;
};
false
} count _turrets;
} else {
[QGVAR(rearmEntireVehicleSuccessEH), _this] call CBA_fnc_serverEvent;
};