ACE3/addons/rearm/functions/fnc_rearmEntireVehicleSuccess.sqf
Tuupertunut 0644ad9ca2 Rearm bugfixing (#5411)
* Added workaround functions for turret magazine ammo.

* Switched to retrieving turrets dynamically instead of looking them up from an array.

* Refactoring only, no functional changes

* Repurposed getNeedRearmMagazines as a general purpose rearm info function + more.

* The function retrieves all non-full magazines. This code was previously repeated in many different functions, but is now centralized in one.
* Empty pylon filling is no longer supported in favor of the upcoming "pylons" ACE-module.

Fixed bugs:

* Rearm was using broken commands "magazineTurretAmmo" and "setMagazineTurretAmmo". They are now replaced with their corresponding workaround functions.
* Pylon rearm was trying to set ammo count on empty pylons.

Note: rearmSuccessLocal is not yet fixed!

* Rearming no longer switches shell types in cannons/mortars.

* Added Tuupertunut to authors.

* Rearming no longer switches shell types. 2nd try.

Last time it was fixed only if the turret is manned. Now it is fixed even when unmanned.

* Updated fnc_rearm to support the earlier repurposing of fnc_getNeedRearmMagazines.

* Small fixes and comments.

* Renamed fnc_getVehicleMagazines to fnc_getTurretConfigMagazines.

The latter describes much better what the function actually does.

* Removed redundant checks.

* Refactoring.

* Fixed spaces in macros.

* Renamed fnc_getAllTurrets to fnc_getAllRearmTurrets
2017-09-29 14:53:25 -05:00

38 lines
1003 B
Plaintext

/*
* Author: GitHawk
* Rearm an entire vehicle.
*
* Arguments:
* 0: Rearm information <ARRAY>
* 0: Ammo Truck <OBJECT>
* 1: Vehicle <OBJECT>
*
* Return Value:
* None
*
* Example:
* [[ammo_truck, tank]] call ace_rearm_fnc_rearmEntireVehicleSuccess
*
* Public: No
*/
#include "script_component.hpp"
params ["_args"];
_args 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;
};