mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
184 lines
4.2 KiB
Plaintext
184 lines
4.2 KiB
Plaintext
/*
|
|
* Author: bux578
|
|
* Restores previously saved gear.
|
|
*
|
|
* Arguments:
|
|
* 0: Unit <OBJECT>
|
|
* 1: All Gear based on return value of ACE_common_fnc_getAllGear <ARRAY>
|
|
*
|
|
* Return Value:
|
|
* None
|
|
*
|
|
* Example:
|
|
* [ACE_Player, stored_allGear] call ace_respawn_fnc_restoreGear
|
|
*
|
|
* Public: No
|
|
*/
|
|
#include "script_component.hpp"
|
|
|
|
params ["_unit", "_allGear"];
|
|
|
|
// remove all starting gear of a player
|
|
removeAllWeapons _unit;
|
|
removeGoggles _unit;
|
|
removeHeadgear _unit;
|
|
removeVest _unit;
|
|
removeUniform _unit;
|
|
removeAllAssignedItems _unit;
|
|
clearAllItemsFromBackpack _unit;
|
|
removeBackpack _unit;
|
|
|
|
_allGear params [
|
|
"_headgear", "_goggles",
|
|
"_uniform", "_uniformitems",
|
|
"_vest", "_vestitems",
|
|
"_backpack", "_backpackitems",
|
|
"_primaryweapon", "_primaryweaponitems", "_primaryweaponmagazine",
|
|
"_secondaryweapon", "_secondaryweaponitems", "_secondaryweaponmagazine",
|
|
"_handgunweapon", "_handgunweaponitems", "_handgunweaponmagazine",
|
|
"_assigneditems", "_binocular",
|
|
"_activeWeaponAndMuzzle"
|
|
];
|
|
|
|
// start restoring the items
|
|
if (_headgear != "") then {_unit addHeadgear _headgear};
|
|
if (_goggles != "") then {_unit addGoggles _goggles};
|
|
if (_uniform != "") then {_unit forceAddUniform _uniform};
|
|
if (_vest != "") then {_unit addVest _vest};
|
|
|
|
{
|
|
_unit addItemToUniform _x;
|
|
false
|
|
} count _uniformitems;
|
|
|
|
{
|
|
_unit addItemToVest _x;
|
|
false
|
|
} count _vestitems;
|
|
|
|
private "_flagRemoveDummyBag";
|
|
|
|
if (format ["%1", _backpack] != "") then {
|
|
_unit addBackpack _backpack;
|
|
|
|
// make sure the backpack is empty. Some bags are prefilled by config
|
|
private "_backpackObject";
|
|
_backpackObject = unitBackpack _unit;
|
|
|
|
clearMagazineCargoGlobal _backpackObject;
|
|
clearWeaponCargoGlobal _backpackObject;
|
|
clearItemCargoGlobal _backpackObject;
|
|
|
|
{
|
|
_unit addItemToBackpack _x;
|
|
false
|
|
} count _backpackitems;
|
|
|
|
_flagRemoveDummyBag = false;
|
|
} else {
|
|
// dummy backpack to ensure mags being loaded
|
|
_unit addBackpack "Bag_Base";
|
|
|
|
_flagRemoveDummyBag = true;
|
|
};
|
|
|
|
// primaryWeapon
|
|
if ((_primaryweapon != "") && {_primaryweapon != "ACE_FakePrimaryWeapon"}) then {
|
|
{
|
|
_unit addMagazine _x;
|
|
false
|
|
} count _primaryweaponmagazine;
|
|
|
|
_unit addWeapon _primaryweapon;
|
|
|
|
{
|
|
if (_x != "") then {
|
|
_unit addPrimaryWeaponItem _x;
|
|
};
|
|
false
|
|
} count _primaryweaponitems;
|
|
};
|
|
|
|
// secondaryWeapon
|
|
if (_secondaryweapon != "") then {
|
|
{
|
|
_unit addMagazine _x;
|
|
false
|
|
} count _secondaryweaponmagazine;
|
|
|
|
_unit addWeapon _secondaryweapon;
|
|
|
|
{
|
|
if (_x != "") then {
|
|
_unit addSecondaryWeaponItem _x;
|
|
};
|
|
false
|
|
} count _secondaryweaponitems;
|
|
};
|
|
|
|
// handgun
|
|
if (_handgunweapon != "") then {
|
|
{
|
|
_unit addMagazine _x;
|
|
false
|
|
} count _handgunweaponmagazine;
|
|
|
|
_unit addWeapon _handgunweapon;
|
|
|
|
{
|
|
if (_x != "") then {
|
|
_unit addHandgunItem _x;
|
|
};
|
|
false
|
|
} count _handgunweaponitems;
|
|
};
|
|
|
|
// remove dummy bagpack
|
|
if (_flagRemoveDummyBag) then {
|
|
removeBackpack _unit;
|
|
};
|
|
|
|
_assignedItems deleteAt (_assignedItems find _binocular);
|
|
|
|
// items
|
|
{_unit linkItem _x; false} count _assignedItems;
|
|
|
|
_unit addWeapon _binocular;
|
|
|
|
// reload Laserdesignator
|
|
// we assume that if the unit had a Laserdesignator it probably had batteries for it
|
|
if ("Laserdesignator" in assignedItems _unit) then {
|
|
_unit selectWeapon "Laserdesignator";
|
|
|
|
if (currentMagazine _unit == "") then {
|
|
_unit addMagazine "Laserbatteries";
|
|
};
|
|
};
|
|
|
|
// restore the last active weapon, muzzle and weaponMode
|
|
_activeWeaponAndMuzzle params ["_activeWeapon", "_activeMuzzle", "_activeWeaponMode"]
|
|
|
|
if (
|
|
(_activeMuzzle != "") &&
|
|
{_activeMuzzle != _activeWeapon} &&
|
|
{_activeMuzzle in getArray (configfile >> "CfgWeapons" >> _activeWeapon >> "muzzles")}
|
|
) then {
|
|
_unit selectWeapon _activeMuzzle;
|
|
} else {
|
|
if (_activeWeapon != "") then {
|
|
_unit selectWeapon _activeWeapon;
|
|
};
|
|
};
|
|
|
|
if (currentWeapon _unit != "") then {
|
|
private "_index";
|
|
_index = 0;
|
|
|
|
while {
|
|
_index < 100 && {currentWeaponMode _unit != _activeWeaponMode}
|
|
} do {
|
|
_unit action ["SwitchWeapon", _unit, _unit, _index];
|
|
_index = _index + 1;
|
|
};
|
|
};
|