ACE3/addons/explosives/functions/fnc_getPlacedExplosives.sqf
2015-02-02 10:35:17 +02:00

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/*
* Author: Garth 'L-H' de Wet
* Gets all placed explosives by unit, optionally filtered by specific trigger type.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Trigger classname - filter (optional) <STRING>
*
* Return Value:
* Explosives <ARRAY>
*
* Example:
* _allExplosives = [player] call ACE_Explosives_fnc_getPlacedExplosives;
* _deadmanExplosives = [player, "DeadManSwitch"] call ACE_Explosives_fnc_getPlacedExplosives;
*
* Public: Yes
*/
#include "script_component.hpp"
private ["_unit", "_clackerList", "_adjustedList", "_list", "_filter"];
_unit = _this select 0;
_filter = nil;
if (count _this > 1) then {
_filter = ConfigFile >> "CfgACE_Triggers" >> (_this select 1);
};
_clackerList = [];
_adjustedList = false;
_clackerList = _unit getVariable [QGVAR(Clackers), []];
_list = [];
{
if isNull (_x select 0) then {
_clackerList set [_foreachIndex, "X"];
_adjustedList = true;
} else {
if (isNil "_filter" || {(ConfigFile >> "CfgACE_Triggers" >> (_x select 4)) == _filter}) then {
_list pushBack _x;
};
};
} foreach _clackerList;
if (_adjustedList) then {
_clackerList = _clackerList - ["X"];
if (count _clackerList == 0) then {
_unit SetVariable [QGVAR(Clackers), nil, true];
} else {
_unit SetVariable [QGVAR(Clackers), _clackerList, true];
};
};
_list