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Replace switch do block with call scope with if, exitWith. Add magazine selection to spawned weapons. This functions spawns weapons into a container. It should also spawn a random amount of matching magazines.
57 lines
1.6 KiB
Plaintext
57 lines
1.6 KiB
Plaintext
/*
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Selects random loot from specified group and inserts into a container.
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Loot group should only contain Loot_WEAPON and Loot_MAGAZINE definitions. Others, if selected, will be ignored.
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Parameters:
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object Vehicle to insert into.
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integer Loot group index in dayz_lootGroups
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integer Number of items to insert.
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Author:
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Foxy
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*/
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#include "Loot.hpp"
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//Maximum number of magazines spawned along with weapons
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#define MAX_WEAPON_MAGAZINES 2
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private ["_container","_group","_count","_type","_item","_magazines"];
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_container = _this select 0;
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_group = _this select 1;
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_count = _this select 2;
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{
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_type = _x select 0;
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_item = _x select 1;
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call {
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if (_type == Loot_MAGAZINE) exitWith {
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if (dayz_classicBloodBagSystem && _item in dayz_typedBags) then {
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if (_item in ["bloodTester","bloodBagAPOS","bloodBagABPOS"]) then { // reduce ItemBloodBag output slightly since typed bags spawn in bulk
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_item = ["ItemBandage","ItemPainkiller","ItemMorphine","ItemHeatPack","ItemAntibacterialWipe"] call BIS_fnc_selectRandom;
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} else {
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_item = "ItemBloodbag";
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};
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};
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_container addMagazineCargoGlobal [_item, 1];
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};
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if (_type == Loot_WEAPON) exitWith {
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_container addWeaponCargoGlobal [_item, 1];
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_magazines = getArray (configFile >> "CfgWeapons" >> _item >> "magazines");
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if (count _magazines > 0 && {getNumber (configFile >> "CfgWeapons" >> _item >> "melee") != 1}) then
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{
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_container addMagazineCargoGlobal [_magazines select 0, floor random (MAX_WEAPON_MAGAZINES + 1)];
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};
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};
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if (_type == Loot_BACKPACK) exitWith {
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_container addBackpackCargoGlobal [_item, 1];
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};
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};
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} count Loot_Select(_group,_count);
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