ACE3/addons/csw/functions/fnc_reload_handleRemoveTurretMag.sqf
Mike-MF 1c6c4d6bff
All - Fix parentheses around code (#10073)
* Fix Brackets around code

* Update fnc_handleFired.sqf

* Shouldn't have changed this one

---------

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
2024-06-18 14:08:03 +00:00

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#include "..\script_component.hpp"
/*
* Author: tcvm
* Handles removing ammo from a turret
* Called from a global event but only runs where turret is local
*
* Arguments:
* 0: Static Weapon <OBJECT>
* 1: Turret Path <ARRAY>
* 2: Magainze Unit Can Carry <STRING>
* 3: Magazine To Remove From Static <STRING>
* 4: Unit or container to unload to <OBJECT>
*
* Return Value:
* None
*
* Example:
* [cursorTarget, [0], "ACE_csw_100Rnd_127x99_mag_red", "500Rnd_127x99_mag_Tracer_Green", player] call ace_csw_fnc_reload_handleRemoveTurretMag
*
* Public: No
*/
params ["_vehicle", "_turretPath", "_carryMag", "_vehMag", "_unloadTo"];
TRACE_5("removeTurretMag EH",_vehicle,_turretPath,_carryMag,_vehMag,_unloadTo);
TRACE_3("",local _vehicle,_vehicle turretLocal _turretPath,local _unloadTo);
if !(_vehicle turretLocal _turretPath) exitWith {};
private _magsInWeapon = []; // Check how much ammo it has now:
{
_x params ["_xMag", "_xTurret", "_xAmmo"];
if ((_xMag == _vehMag) && {_xTurret isEqualTo _turretPath}) then {
_magsInWeapon pushBack _xAmmo;
};
} forEach (magazinesAllTurrets _vehicle);
TRACE_1("",_magsInWeapon);
// Remove any empty mags from start:
private _ammoInFirstMag = 0;
while {(_magsInWeapon isNotEqualTo []) && {_ammoInFirstMag = _magsInWeapon deleteAt 0; (_ammoInFirstMag == 0)}} do {
TRACE_1("Removing empty mag",_ammoInFirstMag);
_vehicle removeMagazineTurret [_vehMag, _turretPath];
};
TRACE_2("",_magsInWeapon,_ammoInFirstMag);
if ((_magsInWeapon isEqualTo []) && {_ammoInFirstMag == 0}) exitWith {};
private _maxAmmo = getNumber (configFile >> "CfgMagazines" >> _carryMag >> "count");
private _ammoRemoved = _ammoInFirstMag min _maxAmmo;
private _ammoLeft = _ammoInFirstMag - _ammoRemoved;
if ((_magsInWeapon isEqualTo []) && {_ammoInFirstMag > _ammoRemoved}) then {
// Only one mag in gun, and we're just taking out a partial ammount (unlinking)
TRACE_2("Setting mag ammo",_ammoRemoved,_ammoLeft);
// _vehicle setMagazineTurretAmmo [_vehMag, _ammoLeft, _turretPath];
// setMagazineTurretAmmo is broken on split locality, use setAmmo for now
private _weapon = (_vehicle weaponsTurret _turretPath) param [0, ""];
TRACE_3("setAmmo",_vehicle,_weapon,_ammoLeft);
_vehicle setAmmo [_weapon, _ammoLeft];
private _currentAmmo = _vehicle magazineTurretAmmo [_vehMag, _turretPath];
if ((_weapon == "") || {_currentAmmo != _ammoLeft}) then { ERROR_1("failed to setAmmo - %1",_this); };
} else {
// Because of command limitations, we need to remove mags to change their ammo
// This will cause the gun to need to be reloaded if more than one is loaded (only a problem for non-assembly mode guns)
TRACE_2("Removing magazine",_ammoRemoved,_ammoLeft);
_vehicle removeMagazinesTurret [_vehMag, _turretPath];
if (_ammoLeft > 0) then {
_magsInWeapon pushBack _ammoLeft;
TRACE_1("Re-adding partial",_ammoLeft);
};
{
if (_x > 0) then { _vehicle addMagazineTurret [_vehMag, _turretPath, _x]; };
} forEach _magsInWeapon;
};
TRACE_3("Returning ammo",_unloadTo,_carryMag,_ammoRemoved);
[QGVAR(returnAmmo), [_unloadTo, _carryMag, _ammoRemoved], _unloadTo] call CBA_fnc_targetEvent;