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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
24 lines
393 B
Plaintext
24 lines
393 B
Plaintext
/*
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* Author: GitHawk, Jonpas
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* Handles medical on set dead event.
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*
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* Arguments:
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* 0: 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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* [unit] call ace_rearm_fnc_handleKilled
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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 ["_unit"];
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if (!local _unit) exitWith {};
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_unit setVariable [QGVAR(selectedWeaponOnRearm), nil];
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[_unit, false, false] call FUNC(dropAmmo);
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