ACE3/addons/csw/functions/fnc_ai_reload.sqf

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#include "script_component.hpp"
/*
* Author: PabstMirror, LinkIsGrim
* Handles AI reloading
*
* Arguments:
* 0: Static Weapon <OBJECT>
* 1: Gunner <OBJECT>
* 2: Weapon <STRING>
*
* Return Value:
* None
*
* Public: No
*/
params ["_staticWeapon", "_gunner", "_weapon"];
TRACE_3("AI reload",_staticWeapon,_gunner,_weapon);
private _loadableMagazines = [_staticWeapon, _gunner, true] call FUNC(reload_getLoadableMagazines);
if (_loadableMagazines isEqualTo []) exitWith {TRACE_1("could not find reloadable mag",_staticWeapon)};
private _bestAmmo = 0;
private _magazineInfo = [];
{
_x params ["", "", "", "", "", "_ammo"];
if (_ammo > _bestAmmo) then {
_bestAmmo = _ammo;
_magazineInfo = _x;
};
} forEach _loadableMagazines;
_magazineInfo params ["_carryMag", "_turretPath", "_loadInfo", "_magSource", "", "_ammo"];
// Remove the mag from the source
[_magSource, _carryMag, _ammo] call EFUNC(common,removeSpecificMagazine);
// see fnc_reload_loadMagazine #L54
// AI never returns ammo and removes the magazine before reloading, so we can skip distance and weaponHolder checks
private _eventParams = [_staticWeapon, _turretPath, objNull, _carryMag, _ammo, _gunner];
private _timeToLoad = GET_NUMBER(configOf _staticWeapon >> QUOTE(ADDON) >> "ammoLoadTime", 1);
TRACE_1("Reloading in progress",_timeToLoad);
[{
params ["_staticWeapon", "", "", "", "", "_gunner"];
if !(alive _staticWeapon && {alive _gunner}) exitWith {TRACE_2("invalid state",alive _staticWeapon,alive _gunner);};
// Reload the static weapon
TRACE_1("calling addTurretMag event: AI reload",_this);
[QGVAR(addTurretMag), _this] call CBA_fnc_globalEvent;
}, _eventParams, _timeToLoad] call CBA_fnc_waitAndExecute;