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0644ad9ca2
* Added workaround functions for turret magazine ammo. * Switched to retrieving turrets dynamically instead of looking them up from an array. * Refactoring only, no functional changes * Repurposed getNeedRearmMagazines as a general purpose rearm info function + more. * The function retrieves all non-full magazines. This code was previously repeated in many different functions, but is now centralized in one. * Empty pylon filling is no longer supported in favor of the upcoming "pylons" ACE-module. Fixed bugs: * Rearm was using broken commands "magazineTurretAmmo" and "setMagazineTurretAmmo". They are now replaced with their corresponding workaround functions. * Pylon rearm was trying to set ammo count on empty pylons. Note: rearmSuccessLocal is not yet fixed! * Rearming no longer switches shell types in cannons/mortars. * Added Tuupertunut to authors. * Rearming no longer switches shell types. 2nd try. Last time it was fixed only if the turret is manned. Now it is fixed even when unmanned. * Updated fnc_rearm to support the earlier repurposing of fnc_getNeedRearmMagazines. * Small fixes and comments. * Renamed fnc_getVehicleMagazines to fnc_getTurretConfigMagazines. The latter describes much better what the function actually does. * Removed redundant checks. * Refactoring. * Fixed spaces in macros. * Renamed fnc_getAllTurrets to fnc_getAllRearmTurrets
86 lines
2.7 KiB
Plaintext
86 lines
2.7 KiB
Plaintext
/*
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* Author: GitHawk
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* Show the resupplyable ammunition of all surrounding vehicles.
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*
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* Arguments:
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* 0: Ammo Truck <OBJECT>
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*
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* Return Value:
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* ChildActions <ARRAY>
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*
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* Example:
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* [tank] call ace_rearm_fnc_addRearmActions
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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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params ["_truck"];
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private _vehicles = nearestObjects [_truck, ["AllVehicles"], 20];
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_vehicles = _vehicles select {(_x != _truck) && {!(_x isKindOf "CAManBase")} && {!(_x getVariable [QGVAR(disabled), false])}};
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private _vehicleActions = [];
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{
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private _vehicle = _x;
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// Array of magazines that can be rearmed in the vehicle
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private _needRearmMags = ([_vehicle] call FUNC(getNeedRearmMagazines)) apply {_x select 0};
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// _needRearmMags without duplicates
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private _magazineHelper = _needRearmMags arrayIntersect _needRearmMags;
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_magazineHelper = _magazineHelper select {[_truck, _x] call FUNC(hasEnoughSupply)};
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TRACE_2("can add",_x,_magazineHelper);
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if (!(_magazineHelper isEqualTo [])) then {
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private _icon = getText(configFile >> "CfgVehicles" >> (typeOf _vehicle) >> "Icon");
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if !((_icon select [0, 1]) == "\") then {
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_icon = "";
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};
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if (GVAR(level) == 0) then {
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// [Level 0] adds a single action to rearm the entire vic
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private _action = [
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_vehicle,
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getText(configFile >> "CfgVehicles" >> (typeOf _vehicle) >> "displayName"),
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_icon,
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{_this call FUNC(rearmEntireVehicle)},
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{true},
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{},
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_vehicle
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] call EFUNC(interact_menu,createAction);
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_vehicleActions pushBack [_action, [], _truck];
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} else {
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// [Level 1,2] - Add actions for each magazine
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private _actions = [];
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{
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private _action = [
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_x,
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getText(configFile >> "CfgMagazines" >> _x >> "displayName"),
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getText(configFile >> "CfgMagazines" >> _x >> "picture"),
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{_this call FUNC(takeAmmo)},
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{true},
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{},
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[_x, _vehicle]
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] call EFUNC(interact_menu,createAction);
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_actions pushBack [_action, [], _truck];
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} forEach _magazineHelper;
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private _action = [
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_vehicle,
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getText(configFile >> "CfgVehicles" >> (typeOf _vehicle) >> "displayName"),
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_icon,
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{},
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{true},
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{},
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[]
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] call EFUNC(interact_menu,createAction);
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_vehicleActions pushBack [_action, _actions, _truck];
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};
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};
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} forEach _vehicles;
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_vehicleActions
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