ACE3/addons/rearm/functions/fnc_rearmSuccess.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
* Rearms a vehicle, after progress bar finishes, pass args to machine where turret is local.
*
* Arguments:
* 0: Vehicle <OBJECT>
* 1: Unit <OBJECT>
* 2: Turret Path <ARRAY>
* 3: Number of magazines <NUMBER>
* 4: Magazine Classname <STRING>
* 5: Number of rounds <NUMBER>
* 6: Pylon Index <NUMBER>
*
* Return Value:
* None
*
* Example:
* [vehicle, player, [-1], 2, "5000Rnd_762x51_Belt", 500, -1] call ace_rearm_fnc_rearmSuccess
*
* Public: No
*/
params ["_vehicle", "_unit", "_turretPath", "_numMagazines", "_magazineClass", "_numRounds", "_pylon"];
TRACE_7("rearmSuccess",_vehicle,_unit,_turretPath,_numMagazines,_magazineClass,_numRounds,_pylon);
if (local _unit) then {
[_unit, true, true] call FUNC(dropAmmo);
};
if (!alive _vehicle) exitWith {WARNING("vehicle dead/null");};
if (isServer) then {
private _turretOwnerID = _vehicle turretOwner _turretPath;
if (_turretOwnerID == 0) then {
[QGVAR(rearmSuccessLocalEH), _this, [_vehicle]] call CBA_fnc_targetEvent;
} else {
[QGVAR(rearmSuccessLocalEH), _this, _turretOwnerID] call CBA_fnc_ownerEvent;
};
} else {
[QGVAR(rearmSuccessEH), _this] call CBA_fnc_serverEvent;
};