ACE3/addons/reloadlaunchers/functions/fnc_addMissileReloadActions.sqf
2016-06-18 11:50:41 +02:00

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/*
* Author: commy2
* Create one action per reloadable missile
*
* Arguments:
* 1: Target (Object)
* 0: Player (Object)
*
* Return Value:
* Children actions (Array)
*
* Public: No
*
*/
#include "script_component.hpp"
params ["_target", "_unit"];
TRACE_2("params",_target,_unit);
//Fast exit for common case:
private _weapon = secondaryWeapon _target;
if ((_weapon == "") || {(getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(enabled))) == 0}) exitWith {
TRACE_1("weapon not supported",_weapon);
[]
};
private _actions = [];
private _loadableMissiles = [_unit, _weapon] call FUNC(getLoadableMissiles);
TRACE_2("",_weapon,_loadableMissiles);
{
private ["_name", "_displayName", "_statement", "_condition", "_action"];
_name = format [QGVAR(Missile_%1), _x];
_displayName = format [localize LSTRING(LoadMagazine), getText (configFile >> "CfgMagazines" >> _x >> "displayName")];
_statement = {
(_this select 2) call DFUNC(load);
};
_condition = {
(_this select 2) call DFUNC(canLoad)
};
_action = [_name, _displayName, "", _statement, _condition, {}, [_unit, _target, _weapon, _x], "", 4] call EFUNC(interact_menu,createAction);
_actions pushBack [_action, [], _unit];
} forEach _loadableMissiles;
TRACE_1("return",_actions);
_actions