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75 lines
3.2 KiB
Plaintext
75 lines
3.2 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: PabstMirror, tcvm
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* Tests if unit can load a magazine into a CSW.
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*
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* Arguments:
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* 0: CSW <OBJECT>
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* 1: Turret Path <ARRAY>
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* 2: Carryable Magazine <STRING>
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* 3: Supplier <OBJECT> (default: objNull)
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*
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* Return Value:
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* [Can Load <BOOL>, Loaded Mag <STRING>, Ammo Needed <NUMBER>, Is Belt Linking <BOOL>] <ARRAY>
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*
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* Example:
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* [cursorObject, [0], "ACE_csw_100Rnd_127x99_mag_red", player] call ace_csw_fnc_reload_canLoadMagazine
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*
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* Public: No
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*/
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params ["_vehicle", "_turret", "_carryMag", ["_magSource", objNull]];
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TRACE_4("reload_canLoadMagazine",_vehicle,_turret,_carryMag,_magSource);
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private _return = [false, "", -2, false];
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// Handle disassembled or deleted
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if !(alive _vehicle) exitWith {TRACE_1("not alive",_vehicle); _return};
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scopeName "main";
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// objNull as mag source means we can skip these checks: used to just get magazine info to load in turret
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if !(isNull _magSource) then {
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// Verify holder has carry magazine
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if !(_carryMag in (magazineCargo _magSource)) exitWith {TRACE_3("no carry mag",_magSource,_carryMag,magazineCargo _magSource); _return breakOut "main"};
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// Verify holder has not moved away from vehicle, with workaround for containers within containers
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if ((_vehicle distance _magSource) > DISTANCE_SEARCH_RADIUS && {(_vehicle distance (objectParent _magSource)) > DISTANCE_SEARCH_RADIUS}) exitWith {TRACE_1("too far",""); _return breakOut "main"};
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};
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// solve config lookups
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private _cfgMagazines = configFile >> "CfgMagazines";
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private _cfgMagazinesCarryMag = _cfgMagazines >> _carryMag;
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private _cfgGroupsCarryMag = configFile >> QGVAR(groups) >> _carryMag;
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private _desiredAmmo = getNumber (configOf _vehicle >> QUOTE(ADDON) >> "desiredAmmo");
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if (_desiredAmmo == 0) then { _desiredAmmo = 100; };
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private _ammoNeeded = _desiredAmmo min getNumber (_cfgMagazinesCarryMag >> "count"); // Assume it needs full carry mag
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private _loadedMag = "";
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private _isBeltLinking = false;
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{
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_x params ["_xMag", "_xTurret", "_xAmmo"];
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if (_xTurret isEqualTo _turret) then {
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if (_loadedMag != "") exitWith { [false, _loadedMag, -3, false] breakOut "main"; }; // Exit if static has multiple mags
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_loadedMag = _xMag;
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if (_xAmmo > 0) then {
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// There is a magazine with ammo loaded in the turret (are there any multi-muzzle static weapons??), see if we can add to this mag
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if (getNumber (_cfgGroupsCarryMag >> _xMag) != 1) exitWith {
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[false, _loadedMag, -4, false] breakOut "main"; // Carry mag cannot be added to existing vehicle mag (e.g. red to green tracers)
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};
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if (getNumber (_cfgMagazinesCarryMag >> "ACE_isBelt") == 0) exitWith {
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[false, _loadedMag, -5, false] breakOut "main"; // Non-linkable mag loaded, can't add any more
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};
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private _maxMagazineAmmo = _desiredAmmo min getNumber (_cfgMagazines >> _xMag >> "count");
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if (_xAmmo >= _maxMagazineAmmo) exitWith {
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[false, _loadedMag, -6, false] breakOut "main"; // Already at capacity
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};
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_ammoNeeded = _maxMagazineAmmo - _xAmmo;
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_isBeltLinking = true;
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};
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};
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} forEach (magazinesAllTurrets _vehicle);
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[true, _loadedMag, _ammoNeeded, _isBeltLinking]
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