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0052dd3af2
Use CBA_fnc_compatibleMagazines Fix nil return if no mags Ensure target canAdd
56 lines
1.9 KiB
Plaintext
56 lines
1.9 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: BaerMitUmlaut
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* Pass spare magazine for the specified weapon.
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*
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* Arguments:
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* 0: Unit that passes the magazine <OBJECT>
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* 1: Unit to pass the magazine to <OBJECT>
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* 2: Weapon classname <STRING>
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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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* [_player, _target, "arifle_MX_F"] call ace_interaction_fnc_passMagazine
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*
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* Public: No
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*/
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params ["_player", "_target", "_weapon"];
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private _compatibleMags = [_weapon] call CBA_fnc_compatibleMagazines;
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private _filteredMags = magazinesAmmoFull _player select {
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_x params ["_className", "", "_loaded"];
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(_className in _compatibleMags) && {!_loaded} && {_target canAdd _className}
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};
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//select magazine with most ammo
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private _magToPass = _filteredMags select 0;
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private _magToPassIndex = 0;
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{
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_x params ["_className", "_ammoCount"];
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if (_ammoCount > (_magToPass select 1)) then {
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_magToPass = _x;
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_magToPassIndex = _forEachIndex;
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};
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} foreach _filteredMags;
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//remove all magazines and add them again, except the one to be passed
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//needed because of missing commands, see http://feedback.arma3.com/view.php?id=12782
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_magToPass params ["_magToPassClassName", "_magToPassAmmoCount"];
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_player removeMagazines _magToPassClassName;
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{
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_x params ["_className", "_ammoCount"];
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if ((_className == _magToPassClassName) && (_forEachIndex != _magToPassIndex)) then {
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_player addMagazine [_className, _ammoCount];
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};
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} foreach _filteredMags;
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[_player, "PutDown"] call EFUNC(common,doGesture);
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_target addMagazine [_magToPassClassName, _magToPassAmmoCount];
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private _playerName = [_player] call EFUNC(common,getName);
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private _magToPassDisplayName = getText (configFile >> "CfgMagazines" >> _magToPassClassName >> "displayName");
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[QEGVAR(common,displayTextStructured), [[LSTRING(PassMagazineHint), _playerName, _magToPassDisplayName], 1.5, _target], [_target]] call CBA_fnc_targetEvent;
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