ACE3/addons/weaponselect/functions/fnc_setNextGrenadeMuzzle.sqf
2015-08-08 14:40:23 +02:00

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/*
* Author: esteldunedain
* Select the next grenade muzzle to throw.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Muzzlename <STRING>
*
* Return Value:
* None
*
* Example:
* [player, currentMuzzle player] call ace_weaponselect_fnc_setNextGrenadeMuzzle
*
* Public: No
*/
#include "script_component.hpp"
private ["_uniformMags", "_vestMags", "_backpackMags", "_i", "_uniformMagsToRemove", "_vestMagsToRemove", "_backpackMagsToRemove", "_firstMagazine", "_throwMuzzleNames"];
params ["_unit", "_muzzle"];
_uniformMags = getMagazineCargo uniformContainer _unit;
_vestMags = getMagazineCargo vestContainer _unit;
_backpackMags = getMagazineCargo backpackContainer _unit;
_uniformMagsToRemove = [];
_vestMagsToRemove = [];
_backpackMagsToRemove = [];
_firstMagazine = "";
_throwMuzzleNames = getArray (configfile >> "CfgWeapons" >> "Throw" >> "muzzles");
// Collect which magazines to remove
{
private "_muzzleMagazines";
_muzzleMagazines = getArray (configFile >> "CfgWeapons" >> "Throw" >> _x >> "magazines" );
if (_x != _muzzle) then {
{
private "_index";
_index = (_uniformMags select 0) find _x;
if (_index > -1) then {
_uniformMagsToRemove = _uniformMagsToRemove + [[_x, (_uniformMags select 1) select _index]];
};
_index = (_vestMags select 0) find _x;
if (_index > -1) then {
_vestMagsToRemove = _vestMagsToRemove + [[_x, (_vestMags select 1) select _index]];
};
_index = (_backpackMags select 0) find _x;
if (_index > -1) then {
_backpackMagsToRemove = _backpackMagsToRemove + [[_x, (_backpackMags select 1) select _index]];
};
} forEach _muzzleMagazines;
} else {
{
private "_index";
_index = (_uniformMags select 0) find _x;
if (_index > -1) then {
_firstMagazine = _x;
};
_index = (_vestMags select 0) find _x;
if (_index > -1) then {
_firstMagazine = _x;
};
_index = (_backpackMags select 0) find _x;
if (_index > -1) then {
_firstMagazine = _x;
};
} forEach _muzzleMagazines;
};
} forEach _throwMuzzleNames;
// Remove all magazines except those we are switching to --> this breaks the selector
{
for [{_i = 0}, {_i < (_x select 1)}, {_i = _i + 1}] do {
_unit removeItem (_x select 0);
};
} forEach _uniformMagsToRemove;
{
for [{_i = 0}, {_i < (_x select 1)}, {_i = _i + 1}] do {
_unit removeItem (_x select 0);
};
} forEach _vestMagsToRemove;
{
for [{_i = 0}, {_i < (_x select 1)}, {_i = _i + 1}] do {
_unit removeItem (_x select 0);
};
} forEach _backpackMagsToRemove;
// Readd magazines
{
for [{_i = 0}, {_i < (_x select 1)}, {_i = _i + 1}] do {
_unit addItemToUniform (_x select 0);
};
} forEach _uniformMagsToRemove;
{
for [{_i = 0}, {_i < (_x select 1)}, {_i = _i + 1}] do {
_unit addItemToVest (_x select 0);
};
} forEach _vestMagsToRemove;
{
for [{_i = 0}, {_i < (_x select 1)}, {_i = _i + 1}] do {
_unit addItemToBackpack (_x select 0);
};
} forEach _backpackMagsToRemove;