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742626ff1a
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
53 lines
1.8 KiB
Plaintext
53 lines
1.8 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: Karel Moricky, johnb43
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* Returns base weapon (weapon without any attachments), but it returns it in config sensitive case.
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* Same as BIS_fnc_baseWeapon, except config case and uses cache.
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*
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* Arguments:
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* 0: Weapon <STRING>
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*
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* Return Value:
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* Base weapon <STRING>
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*
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* Example:
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* ["arifle_AK12_GL_lush_arco_pointer_F"] call ace_arsenal_fnc_baseWeapon
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*
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* Public: Yes
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*/
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params [["_weapon", "", [""]]];
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// Check if item is cached
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(uiNamespace getVariable QGVAR(baseWeaponNameCache)) getOrDefaultCall [toLower _weapon, {
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private _cfgWeapons = configfile >> "CfgWeapons";
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private _config = _cfgWeapons >> _weapon;
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// If class doesn't exist, exit
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if (!isClass _config) then {
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_weapon
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} else {
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// Get manual base weapon
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private _configBase = _cfgWeapons >> getText (_config >> "baseWeapon");
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if (isClass _configBase) then {
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configName _configBase
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} else {
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private _className = _weapon;
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// Get first parent without any attachments; Only take weapons available to the arsenal
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// https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide#Character_configuration
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// https://github.com/acemod/ACE3/pull/9040#issuecomment-1597748331
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while {isClass _config && {getNumber (_config >> "scope") > 0 && {if (isNumber (_config >> "scopeArsenal")) then {getNumber (_config >> "scopeArsenal") == 2} else {true}}} && {getNumber (_config >> QGVAR(hide)) != 1}} do {
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if (count (_config >> "LinkedItems") == 0) exitWith {
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_className = configName _config;
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};
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_config = inheritsFrom _config;
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};
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_className
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};
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};
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}, true]
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