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* 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
57 lines
2.0 KiB
Plaintext
57 lines
2.0 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: GitHawk
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* Starts progress bar for rearming a vehicle.
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*
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* Arguments:
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* 0: Target Vehicle <OBJECT>
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* 1: Unit <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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* [tank, player] call ace_rearm_fnc_rearm
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*
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* Public: No
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*/
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params ["_target", "_unit"];
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TRACE_2("rearm",_target,_unit);
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private _attachedDummy = _unit getVariable [QGVAR(dummy), objNull];
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if (isNull _attachedDummy) exitwith {ERROR_1("attachedDummy null",_attachedDummy);};
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private _magazineClass = _attachedDummy getVariable QGVAR(magazineClass);
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if (isNil "_magazineClass") exitWith {ERROR_1("magazineClass nil",_attachedDummy);};
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([_magazineClass] call FUNC(getCaliber)) params ["_cal", "_idx"];
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// Get magazines that can be rearmed
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private _needRearmMags = [_target] call FUNC(getNeedRearmMagazines);
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private _needRearmMagsOfClass = _needRearmMags select {(_x select 0) isEqualTo _magazineClass};
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// Exit if no magazines need rearming
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if ((count _needRearmMagsOfClass) == 0) exitWith {ERROR_2("Could not find turret for %1 in %2",_magazineClass,typeOf _target);};
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private _currentRearmableMag = _needRearmMagsOfClass select 0;
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_currentRearmableMag params ["", "_turretPath", "", "_pylon", "", "_magazineCount"];
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private _magazineDisplayName = getText(configFile >> "CfgMagazines" >> _magazineClass >> "displayName");
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if (_magazineDisplayName == "") then {
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_magazineDisplayName = _magazineClass;
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ERROR_1("Magazine is missing display name [%1]",_magazineClass);
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};
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[
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TIME_PROGRESSBAR(REARM_DURATION_REARM select _idx),
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[_target, _unit, _turretPath, _magazineCount, _magazineClass, (REARM_COUNT select _idx), _pylon],
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{(_this select 0) call FUNC(rearmSuccess)},
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"",
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format [localize LSTRING(RearmAction), getText(configFile >> "CfgVehicles" >> (typeOf _target) >> "displayName"), _magazineDisplayName],
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{
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param [0] params ["_target", "_unit"];
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(_unit distanceSqr _target) <= REARM_ACTION_DISTANCE_SQR
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},
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["isnotinside"]
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] call EFUNC(common,progressBar);
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