ACE3/addons/common/functions/fnc_addToInventory.sqf

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/*
* Author: Garth 'L-H' de Wet
* Adds an item,weapon,magazine to the unit's inventory
* or places it in a weaponHolder if no space.
*
* Arguments:
* 0: Unit (OBJECT)
* 1: Classname (String)
* 2: Type (String)
*
* Return Value:
* Array:
* 0: Added to player (Bool)
* 1: weaponholder (OBJECT)
*
* Public: Yes
*/
#include "script_component.hpp"
EXPLODE_3_PVT(_this,_unit,_classname,_type);
private "_addedToPlayer";
_addedToPlayer = true;
switch (_type) do {
case "weapon": {
if (!isClass(ConfigFile >> "CfgWeapons" >> _classname)) exitWith {};
if (_unit canAdd _classname) then {
_unit addWeaponGlobal _classname;
} else {
_addedToPlayer = false;
_pos = _unit modelToWorld [0,1,0.05];
_unit = createVehicle ["WeaponHolder_Single_F",_pos,[],0,"NONE"];
_unit addWeaponCargoGlobal [_classname,1];
_unit setPosATL _pos;
};
};
case "magazine": {
if (!isClass(ConfigFile >> "CfgMagazines" >> _classname)) exitWith {};
if (_unit canAdd _classname) then {
_unit addMagazineGlobal _classname;
} else {
_addedToPlayer = false;
_pos = _unit modelToWorld [0,1,0.05];
_unit = createVehicle ["WeaponHolder_Single_F",_pos,[],0,"NONE"];
_unit addMagazineCargoGlobal [_classname, 1];
_unit setPosATL _pos;
};
};
case "item": {
if (!isClass(ConfigFile >> "CfgWeapons" >> _classname)) exitWith {};
if (_unit canAdd _classname) then {
_unit addItem _classname;
} else {
_addedToPlayer = false;
_pos = _unit modelToWorld [0,1,0.05];
_unit = createVehicle ["WeaponHolder_Single_F",_pos,[],0,"NONE"];
_unit addItemCargoGlobal [_classname,1];
_unit setPosATL _pos;
};
};
default {diag_log format ["ACE: Incorrect item type passed to %1, passed: %2",QFUNC(AddToInventory),_type];};
};
[_addedToPlayer,_unit]