ACE3/addons/reload/CfgVehicles.hpp
Phyma 95ade30d56 Linkingbelt refactoring (#5213)
* Linking belt refatoring

startLinking belt now uses canLinkBelt so if condition needs to be changed then you can do it on one position.

* Fixed requested change

Fixed requested change

* simplified it even more

canLinkBelt now returns a value over 0 if success and -1 if something is not right.

* Fixed bug where if error we would not exit

Fixed bug where if error we would not exit

* changed name on canLinkBelt

Changed name to better reflect the function of the function.

* Author hype

* fixed return value info

fixed return value info

* fix header
2017-05-29 13:49:21 -05:00

36 lines
1.3 KiB
C++

class CfgVehicles {
class Man;
class CAManBase: Man {
class ACE_Actions {
class ACE_Weapon {
class GVAR(LinkBelt) {
displayName = CSTRING(LinkBelt);
distance = 2.0;
condition = QUOTE(([ARR_2(_player, _target)] call FUNC(getAmmoToLinkBelt)) > 0);
statement = QUOTE([ARR_2(_player, _target)] call FUNC(startLinkingBelt));
};
class GVAR(CheckAmmo) {
displayName = CSTRING(checkAmmo);
distance = 2.0;
condition = QUOTE([ARR_2(_player, _target)] call FUNC(canCheckAmmo));
statement = QUOTE([ARR_2(_player, _target)] call FUNC(checkAmmo));
};
};
};
};
class LandVehicle;
class StaticWeapon: LandVehicle {
class ACE_Actions {
class ACE_MainActions {
class GVAR(CheckAmmo) {
displayName = CSTRING(checkAmmo);
distance = 2.0;
condition = QUOTE([ARR_2(_player, _target)] call FUNC(canCheckAmmo));
statement = QUOTE([ARR_2(_player, _target)] call FUNC(checkAmmo));
};
};
};
};
};