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75f7ed7532
* Utilize isNotEqualTo * undo changes to some files * redo some changes, fix based on @Vdauphin 's comment * fix validator issues Co-authored-by: PabstMirror <pabstmirror@gmail.com>
80 lines
3.1 KiB
Plaintext
80 lines
3.1 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: TCVM
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* Handles removing ammo from a turret
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* Called from a global event but only runs where turret is local
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*
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* Arguments:
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* 0: Static Weapon <OBJECT>
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* 1: Turret Path <ARRAY>
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* 2: Magainze Unit Can Carry <STRING>
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* 3: Magazine To Remove From Static <STRING>
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* 4: Unit to unload to <OBJECT>
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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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* [cursorTarget, [0], "ACE_csw_100Rnd_127x99_mag_red", "500Rnd_127x99_mag_Tracer_Green", player] call ace_csw_fnc_reload_handleRemoveTurretMag
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*
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* Public: No
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*/
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params ["_vehicle", "_turretPath", "_carryMag", "_vehMag", "_unit"];
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TRACE_5("removeTurretMag EH",_vehicle,_turretPath,_carryMag,_vehMag,_unit);
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TRACE_3("",local _vehicle, _vehicle turretLocal _turretPath,local _unit);
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if (!(_vehicle turretLocal _turretPath)) exitWith {};
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private _magsInWeapon = []; // Check how much ammo it has now:
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{
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_x params ["_xMag", "_xTurret", "_xAmmo"];
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if ((_xMag == _vehMag) && {_xTurret isEqualTo _turretPath}) then {
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_magsInWeapon pushBack _xAmmo;
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};
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} forEach (magazinesAllTurrets _vehicle);
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TRACE_1("",_magsInWeapon);
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// Remove any empty mags from start:
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private _ammoInFirstMag = 0;
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while {(_magsInWeapon isNotEqualTo []) && {_ammoInFirstMag = _magsInWeapon deleteAt 0; (_ammoInFirstMag == 0)}} do {
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TRACE_1("Removing empty mag",_ammoInFirstMag);
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_vehicle removeMagazineTurret [_vehMag, _turretPath];
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};
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TRACE_2("",_magsInWeapon,_ammoInFirstMag);
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if ((_magsInWeapon isEqualTo []) && {_ammoInFirstMag == 0}) exitWith {};
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private _maxAmmo = getNumber (configFile >> "CfgMagazines" >> _carryMag >> "count");
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private _ammoRemoved = _ammoInFirstMag min _maxAmmo;
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private _ammoLeft = _ammoInFirstMag - _ammoRemoved;
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if ((_magsInWeapon isEqualTo []) && {_ammoInFirstMag > _ammoRemoved}) then {
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// Only one mag in gun, and we're just taking out a partial ammount (unlinking)
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TRACE_2("Setting mag ammo",_ammoRemoved,_ammoLeft);
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// _vehicle setMagazineTurretAmmo [_vehMag, _ammoLeft, _turretPath];
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// setMagazineTurretAmmo is broken on split locality, use setAmmo for now
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private _weapon = (_vehicle weaponsTurret _turretPath) param [0, ""];
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TRACE_3("setAmmo",_vehicle,_weapon, _ammoLeft);
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_vehicle setAmmo [_weapon, _ammoLeft];
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private _currentAmmo = _vehicle magazineTurretAmmo [_vehMag, _turretPath];
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if ((_weapon == "") || {_currentAmmo != _ammoLeft}) then { ERROR_1("failed to setAmmo - %1", _this); };
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} else {
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// Because of command limitations, we need to remove mags to change their ammo
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// This will cause the gun to need to be reloaded if more than one is loaded (only a problem for non-assembly mode guns)
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TRACE_2("Removing magazine",_ammoRemoved,_ammoLeft);
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_vehicle removeMagazinesTurret [_vehMag, _turretPath];
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if (_ammoLeft > 0) then {
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_magsInWeapon pushBack _ammoLeft;
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TRACE_1("Re-adding partial",_ammoLeft);
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};
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{
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if (_x > 0) then { _vehicle addMagazineTurret [_vehMag, _turretPath, _x]; };
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} forEach _magsInWeapon;
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};
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TRACE_3("Returning ammo",_unit,_carryMag,_ammoRemoved);
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[QGVAR(returnAmmo), [_unit, _carryMag, _ammoRemoved], _unit] call CBA_fnc_targetEvent;
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