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8de0740e94
* Add manual reload to turrets * Added reload via reload keybind * Update fnc_canSwapTurretMagazine.sqf * Update fnc_canSwapTurretMagazine.sqf * Update fnc_canSwapTurretMagazine.sqf * Engine based reloading, added more checks * Update addons/reload/functions/fnc_canSwapTurretMagazine.sqf Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> --------- Co-authored-by: LinkIsGrim <salluci.lovi@gmail.com> Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
44 lines
1.2 KiB
Plaintext
44 lines
1.2 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: PabstMirror, johnb43
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* Reloads a vehicles turret to a new magazine.
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*
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* Arguments:
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* 0: Vehicle <OBJECT>
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* 1: Player <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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* [vehicle player, player] call ace_reload_fnc_swapTurretMagazine
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*
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* Public: No
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*/
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params ["_vehicle", "_unit"];
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TRACE_2("swapTurretMagazine",_vehicle,_unit);
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private _turretPath = _vehicle unitTurret _unit;
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(weaponState [_vehicle, _turretPath]) params ["_weapon", "_muzzle", "", "_magazine"];
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TRACE_3("",_weapon,_magazine,typeOf _vehicle);
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private _magazinesAllTurrets = [];
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// Get magazines that are of the correct type; Exclude empty mags
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{
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_x params ["_xMag", "_xTurret", "_xAmmo"];
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if ((_xMag == _magazine) && {_xTurret isEqualTo _turretPath} && {_xAmmo > 0}) then {
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_magazinesAllTurrets pushBack _x;
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};
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} forEach (magazinesAllTurrets _vehicle);
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// Get count of rounds in magazines, then select maximum
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private _magAmmoCounts = _magazinesAllTurrets apply {_x select 2};
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private _mag = _magazinesAllTurrets select (_magAmmoCounts find (selectMax _magAmmoCounts));
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TRACE_2("",_magAmmoCounts,_mag);
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_unit action ["loadMagazine", _vehicle, _unit, _mag select 4, _mag select 3, _weapon, _muzzle];
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