ACE3/addons/rearm/functions/fnc_addRearmActions.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: GitHawk
* Show the resupplyable ammunition of all surrounding vehicles.
*
* Arguments:
* 0: Ammo Truck <OBJECT>
*
* Return Value:
* ChildActions <ARRAY>
*
* Example:
* [tank] call ace_rearm_fnc_addRearmActions
*
* Public: No
*/
params ["_truck"];
private _vehicles = nearestObjects [_truck, ["AllVehicles"], 20];
_vehicles = _vehicles select {(_x != _truck) && {!(_x isKindOf "CAManBase")} && {!(_x getVariable [QGVAR(disabled), false])}};
private _vehicleActions = [];
{
private _vehicle = _x;
// Array of magazines that can be rearmed in the vehicle
private _needRearmMags = ([_vehicle] call FUNC(getNeedRearmMagazines)) apply {_x select 0};
// _needRearmMags without duplicates
private _magazineHelper = _needRearmMags arrayIntersect _needRearmMags;
_magazineHelper = _magazineHelper select {[_truck, _x] call FUNC(hasEnoughSupply)};
TRACE_2("can add",_x,_magazineHelper);
if (!(_magazineHelper isEqualTo [])) then {
private _icon = getText(configFile >> "CfgVehicles" >> (typeOf _vehicle) >> "Icon");
if !((_icon select [0, 1]) == "\") then {
_icon = "";
};
if (GVAR(level) == 0) then {
// [Level 0] adds a single action to rearm the entire vic
private _action = [
_vehicle,
getText(configFile >> "CfgVehicles" >> (typeOf _vehicle) >> "displayName"),
_icon,
{_this call FUNC(rearmEntireVehicle)},
{true},
{},
_vehicle
] call EFUNC(interact_menu,createAction);
_vehicleActions pushBack [_action, [], _truck];
} else {
// [Level 1,2] - Add actions for each magazine
private _actions = [];
{
private _action = [
_x,
getText(configFile >> "CfgMagazines" >> _x >> "displayName"),
getText(configFile >> "CfgMagazines" >> _x >> "picture"),
{_this call FUNC(takeAmmo)},
{true},
{},
[_x, _vehicle]
] call EFUNC(interact_menu,createAction);
_actions pushBack [_action, [], _truck];
} forEach _magazineHelper;
private _action = [
_vehicle,
getText(configFile >> "CfgVehicles" >> (typeOf _vehicle) >> "displayName"),
_icon,
{},
{true},
{},
[]
] call EFUNC(interact_menu,createAction);
_vehicleActions pushBack [_action, _actions, _truck];
};
};
} forEach _vehicles;
_vehicleActions