ACE3/addons/mk6mortar/functions/fnc_csw_getProxyWeapon.sqf
Brandon Danyluk b1d5bbe450 Adds Crew Served Static Weapons (#5652)
* Initial Commit

* Got rid of unneeded translation values

* Updated Strings

* "Fixed" issue where when you deploy the tripid and weapon on slope it freaked out.

* Fixed locality issues. Added timers to relavent functions.

* Added weights to all magazines/tripod. Weights to weapons coming soon when I transfer them to the launcher slot

* Fixed bug regarding localized strings. Created new tripod model

* Added timers for deploying/picking up the tripod. Changed ammo-box model from custom to one already in ARMA. Changed gun-bag model for a more generic one. Created a texture for the tripod and gunbag

* Removed ability to disassemble weapons via the addAction. Added  ACE Action to get in due to a memory point issue. Changed from a static deploy/dismount time to one based in the weapon configs

* Created forward-compatability. Made it so I can define a base plate for any weapon if I ever want to expand from the generic M3 Tripod.

* Fixed bug where tripod wouldn't deploy with the correct times. Fixed bug where if you moved the tripod into the ground it would go flying.

* Added mortar compatability. Will probably shift whole mortar ammo loading to CSW one day

* Added icons to each relavent item

* Added README, possibly fixed bug where if you are in a weapon others cant load/unload ammo. Changed distance you can interact with weapons

* Added checks for when deploying the gun as well as unloading ammo to prevent duplication/deletion of items.

* Added documentation

* Added order to doc

* Explained why things are the way they are

* Remove temp files

* Removed redundant files

* Converted tabs->spaces. Added newlines at end of all files. Changed broken line in fnc_tripodDeploy.sqf.

* 100% newlines at end of file

* Added newlines to files that didnt get the change. Fixed README. Changed from GVAR(cswOptions) to GVAR(options). Changed from tabs to spaces in wiki

* Fixed issue with UAV assembling with enableWeaponDisassembling. Fixed bug where game would crash if you disassembled static weapon with more than 1 magazine

* Tabs->Spaces

* Added CSW options to base StaticWeapon class to allow for easier additions. Switched default mortar away from CSW system due to incompatabilities

* Lazy Evaluations and macros to describe how things work.

* Added newlines to script_component. Fix no-texture issue on tripod. "Fix" 20mm HE saying 40mm HE. Add custom icons to all weapons. Move "Check Ammo" to CSW menu

* abc

* Revert "abc"

This reverts commit bcb4214bd9.

* Update to current commit

* Revert changes to fortify.md

* Updated UI Icon to Crew Served Ammo branch UI

* Added Pabst's CrewServedAmmo to handle ammo loading/unloading instead of my solution

* Fixed bug where currentWeaponTurret returned a blank string when a player hasent entered hte weapon to select the current weapon

* Re-added ammo loading time

* Tabs->Spaces

* Newline at end of files

* Removed replaced functions

* Remove redundant strings. Move ammo handling to appropiate section

* Tabs->Spaces

* Update wiki

* Updated to fix crash with default weapons and disable CSW ability on default static weapons

* Added editor attributes to enable/disable CSW at edit time

* Change how ammo is removed from the CSW. Uses math instead of iteration

* Fix bug where assembled weapon did not get rid of default actions

* Added support for multiple types of ammo in one CSW

* Add tracer magazines for .50 cal

* Fix bug where you could load ammo even if the gun couldnt take any more

* Disable debug and enable compile cache

* Changed weapon deploy/pickup time. Removed custom Titan missiles. Using ACE Dragging now. Added progress bar check for pickupTripod. Updated documentation

* Removed check if CSW is full to unload ammo

* Fix bug where items would spawn underneath other items on wepaon dismount

* Change some things

* Configure base statics, improve returnAmmo

* Add mortar baseplate

* Remove explicit inheritance

* Fix bug where unloading ammo would duplicate it if you had room in your person.

* Tab->Space

* Player couldnt pickup tripod due to legacy code

* Fix GMG_01_base_F inheritce

* Port of ACE 2 tripod + ACE 2 CSW Bag

* Move ACE 2 Data to APL folder

* Adjust weights to make them more accurate to how ARMA uses it and the real life equivalents

* Fix bug where error was thrown on esc from picking up tripod. Tripod rotated 180

* Fix bug where if you called ace_common_claim the weapon could be set to be disassembled even though it may not be wanted via CSW

* Added ability to toggle ammo handling when weaponAssembly is disabled.

* Add Proxy Weapons for all Vanilla static weapons. These serve as a way to allow for realistic ammo reload times without having to modify base classes if you want feautres turned off. Adjusted reload and mount times to be more "realistic"

* Fix Shadow RPT Spam

* Update wiki

* Change order of setDir and setPos

* Change all setDir/setPos orientations. Remove redundant check. Ensure that weapon locked state reflects it with the "getIn" command. Add a way to pass in a specific classname for the weapon assemble type. Add a callback function onDisassemble if user wants to set the state of the new tripod using the old weapon as a reference

* Actually check for the carryWeaponClassname in the deployWeapon check

* Ai Compatiblity

* Add stringtable entries

* Formatting fixes

* Stringtables for settings, fix setMagazineTurretAmmo

* inherit ammo for mags, reorder stringtable

displays correct ammo and descriptionShort

* don't require ace_javelin

* Tweaks, cleanup, localzation, ace_reload changes

change weapon tag to [CSW]
tweak localization strings
minor cleanup
simplify some ace_reload funcs

* delete moved dev func

* Hopefully fix issue where to-be deleted tripod intersects with newly created weapon and vice versa. Remove PBOPREFIX newline

* cleanup/proxyWeapon/mk6 compat
2019-06-07 23:47:39 -05:00

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#include "script_component.hpp"
/*
* Author: PabstMirror
* Compatibility With ACE_CSW (will be called by ace_csw, no dependency)
* Setting Init has finished, and this runs before csw attempts to unload weapon, should replicate functionality of mk6_fnc_mortarInit
*
* Arguments:
* 0: static <OBJECT>
* 1: Turret <ARRAY>
* 2: current weapon <STRING>
* 3: need proxy weapon (either assembly mode is true, or weapon has been emptied and is being reloaded) <BOOL>
*
* Return Value:
* Proxy Weapon <STRING>
*
* Example:
* [mortar, "mortar_82mm", true] call ace_mk6mortar_fnc_csw_getProxyWeapon
*
* Public: No
*/
params ["_mortar", "_turret", "_currentWeapon", "_proxyWeaponNeeded"];
TRACE_4("csw_getProxyWeapon",_mortar,_turret,_currentWeapon,_proxyWeaponNeeded);
private _newWeapon = "";
if (_proxyWeaponNeeded || GVAR(useAmmoHandling)) then {
if (_currentWeapon != "mortar_82mm") exitWith { ERROR_2("unknown weapon [%1 - %2]",typeOf _mortar,_currentWeapon); };
// Replace weapon with fast reloading version
_newWeapon = "ace_mortar_82mm";
TRACE_1("replacing weapon",_newWeapon);
// need to convert 8rnd mags to 1rnd mags for new weapon (we need to do this so the weapon is loaded with a compatible mag)
private _magsToRemove = [];
private _convertedMags = [];
{
_x params ["_xMag", "_xTurret", "_xAmmo"];
if (_xTurret isEqualTo _turret) then {
private _replaceMag = switch (true) do {
case (_xMag == "8Rnd_82mm_Mo_shells"): {"ACE_1Rnd_82mm_Mo_HE"};
case (_xMag == "8Rnd_82mm_Mo_Smoke_white"): {"ACE_1Rnd_82mm_Mo_Smoke"};
case (_xMag == "8Rnd_82mm_Mo_Flare_white"): {"ACE_1Rnd_82mm_Mo_Illum"};
case (_xMag == "8Rnd_82mm_Mo_guided"): {"ACE_1Rnd_82mm_Mo_HE_Guided"};
case (_xMag == "8Rnd_82mm_Mo_LG"): {"ACE_1Rnd_82mm_Mo_HE_LaserGuided"};
default {""};
};
if (_replaceMag != "") then {
_magsToRemove pushBackUnique [_xMag, _xTurret];
if (!GVAR(useAmmoHandling)) then {
TRACE_3("replacing",_xMag,_replaceMag,_xAmmo);
for "_i" from 1 to _xAmmo do {
_convertedMags pushBack [_replaceMag, _xTurret, 1];
};
};
} else {
WARNING("unknown mag %1", _xMag);
};
};
} forEach (magazinesAllTurrets _mortar);
// remove orignal mags and add 1rnd versions:
{ _staticWeapon removeMagazinesTurret _x; } forEach _magsToRemove;
{ _mortar addMagazineTurret _x; } forEach _convertedMags;
};
_newWeapon