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5e6476aa5a
* allow zeus to edit default loadouts * typo
57 lines
1.6 KiB
Plaintext
57 lines
1.6 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: 654wak654, johnb43
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* Adds a loadout to the "Default Loadouts" list.
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* If a loadout with a similar name exists (case insensitve), it is overwritten.
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*
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* Arguments:
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* 0: Name of loadout <STRING>
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* 1: CBA extended loadout or getUnitLoadout array <ARRAY>
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* 2: Add globally <BOOL> (default: false)
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*
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* Return Value:
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* None
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*
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* Example:
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* ["Squad Leader", getUnitLoadout sql1] call ace_arsenal_fnc_addDefaultLoadout
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*
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* Public: Yes
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*/
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params [["_name", "", [""]], ["_loadout", [], [[]]], ["_global", false, [false]]];
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if (_global) then {
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[QGVAR(addDefaultLoadout), [_name, _loadout]] call CBA_fnc_remoteEvent;
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};
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private _extendedInfo = createHashMap;
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// Check if CBA extended loadout array
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if (count _loadout == 2) then {
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_extendedInfo = _loadout select 1;
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_loadout = _loadout select 0;
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};
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if (count _loadout != 10) exitWith {};
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if (isNil QGVAR(defaultLoadoutsList)) then {
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GVAR(defaultLoadoutsList) = [];
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};
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// Replace unique items with their bases and replace weapons with their base weapons
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_loadout = [_loadout] call FUNC(replaceUniqueItemsLoadout);
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private _index = GVAR(defaultLoadoutsList) findIf {(_x select 0) == _name};
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// If there is an already existing loadout with similar name, overwrite it
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if (_index != -1) then {
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GVAR(defaultLoadoutsList) set [_index, [_name, [_loadout, _extendedInfo]]];
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} else {
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// Otherwise just add
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GVAR(defaultLoadoutsList) pushBack [_name, [_loadout, _extendedInfo]];
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};
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if (is3DEN) then {
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set3DENMissionAttributes [[QGVAR(DummyCategory), QGVAR(DefaultLoadoutsListAttribute), GVAR(defaultLoadoutsList)]];
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};
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