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81 lines
2.5 KiB
Plaintext
81 lines
2.5 KiB
Plaintext
/*
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* Author: PabstMirror (based on repack from commy2, esteldunedain, Ruthberg)
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* Handles each frame durring the repack progressBar.
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* On each event (repacked bullet or move to new mag) it plays a sound and syncs up the new magazines to the player.
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*
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* Arguments:
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* 0: Arguments [classname,lastAmmoStatus,events] <ARRAY>
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* 1: Elapsed Time <NUMBER>
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* 2: Total Time Repacking Will Take <NUMBER>
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*
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* Return Value:
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* Keep going (on missing mags return false) <BOOL>
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*
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* Example:
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* (args from progressBar) call ace_magazinerepack_fnc_magazineRepackProgress
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_currentAmmoCount", "_addedMagazines", "_missingAmmo", "_index", "_updateMagazinesOnPlayerFnc"];
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params ["_ars", "_elapsedTime", "_totalTime"];
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_args params ["_magazineClassname", "_lastAmmoCount", "_simEvents"];
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if !((_simEvents select 0) params ["_nextEventTime", "_nextEventIsBullet", "_nextEventMags"]) exitWith { ERROR("No Event"); false };
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if (_nextEventTime > _elapsedTime) exitWith { true };//waiting on next event
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//Verify we aren't missing any ammo
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_currentAmmoCount = [];
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{
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_x params ["_xClassname", "_xCount"];
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if (_xClassname == _magazineClassname) then {
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_currentAmmoCount pushBack _xCount;
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};
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} forEach (magazinesAmmo ACE_player); //only inventory mags
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//Go through mags we currently have and check off the ones we should have
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_addedMagazines = +_currentAmmoCount;
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_missingAmmo = false;
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{
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if (_x > 0) then {
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_index = _addedMagazines find _x;
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if (_index != -1) then {
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_addedMagazines deleteAt _index;
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} else {
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_missingAmmo = true;
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};
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};
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} forEach _lastAmmoCount;
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if (_missingAmmo) exitWith { false }; //something removed ammo that was being repacked (could be other players or scripts)
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_updateMagazinesOnPlayerFnc = {
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ACE_player removeMagazines _magazineClassname; //remove inventory magazines
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{
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if (_x > 0) then {
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ACE_player addMagazine [_magazineClassname, _x];
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};
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} forEach (_addedMagazines + _nextEventMags);
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_args set [1, _nextEventMags]; //store the new magazine
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};
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if (_nextEventIsBullet) then {
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playSound QGVAR(soundRoundFinished);
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if ((((count _simEvents) % 3) == 0) || {(count _simEvents) == 1}) then {
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//For performance - only update mags every 3 bullets (or if it's the last event)
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call _updateMagazinesOnPlayerFnc;
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};
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} else {
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playSound QGVAR(soundMagazineFinished);
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call _updateMagazinesOnPlayerFnc;
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};
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_simEvents deleteAt 0; //pop off the event
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true
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