client/addons/locker/functions/fnc_equipGear.sqf
Jacob Schmidt d474b3676a
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Refactor: Standardize function descriptions and variable handling
This commit refactors several client-side functions to improve code consistency and readability.

- Standardizes function descriptions by removing redundant "Function: forge_client..." prefixes and "[Description]" sections, focusing on concise descriptions of the function's purpose.
- Updates variable handling in arsenal functions to use GVAR and EGVARS for default values, improving consistency and reducing code duplication.
- Removes the bank init function as it is no longer needed.
- Adds a done variable to the preinit file.
2025-05-25 11:30:26 -05:00

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#include "..\script_component.hpp"
/*
* Author: IDSolutions
* Equips gear from the locker
*
* Arguments:
* N/A
*
* Return Value:
* N/A
*
* Examples:
* [] call forge_client_locker_fnc_equipGear;
*
* Public: Yes
*/
private _display = findDisplay IDD_LOCKERDIALOG;
private _playerItems = _display displayCtrl IDC_PLAYEREQUIPMENTLIST;
private _lockerItems = _display displayCtrl IDC_LOCKEREQUIPMENTLIST;
private _selectedItem = lbCurSel _lockerItems;
private _selectedItemData = _lockerItems lbData _selectedItem;
private _data = call compile _selectedItemData;
private _locker = GETVAR(player,FORGE_Locker,[]);
if ((isNil { _data })) exitWith { ctrlEnable [IDC_EQUIPBUTTON, true]; };
private _itemType = _data select 0;
private _item = _data select 1;
private _clear = true;
switch (_itemType) do {
case "backpack": {
if (isNull (unitBackpack player)) then {
player addBackpack _item;
playSound "FD_Finish_F";
} else {
_clear = false;
["You already have a backpack equiped!", "warning", 3, "right"] call EFUNC(misc,notify);
playSound "FD_CP_Not_Clear_F";
};
};
case "facewear": {
if (goggles player == "") then {
player addGoggles _item;
playSound "FD_Finish_F";
} else {
_clear = false;
["You already have facewear equiped!", "warning", 3, "right"] call EFUNC(misc,notify);
playSound "FD_CP_Not_Clear_F";
};
};
case "headgear": {
if (headgear player == "") then {
player addHeadgear _item;
playSound "FD_Finish_F";
} else {
_clear = false;
["You already have headgear equiped!", "warning", 3, "right"] call EFUNC(misc,notify);
playSound "FD_CP_Not_Clear_F";
};
};
case "hmd": {
if (hmd player == "") then {
player linkItem _item;
playSound "FD_Finish_F";
} else {
_clear = false;
["You already have a HMD equiped!", "warning", 3, "right"] call EFUNC(misc,notify);
playSound "FD_CP_Not_Clear_F";
};
};
case "item": {
if (player canAdd _item) then {
player addItem _item;
playSound "FD_Finish_F";
} else {
_clear = false;
["You don't have enough space left!", "warning", 3, "right"] call EFUNC(misc,notify);
playSound "FD_CP_Not_Clear_F";
};
};
case "magazine": {
if (player canAdd (_item select 0)) then {
player addMagazine [(_item select 0), (_item select 1)];
playSound "FD_Finish_F";
} else {
_clear = false;
["You don't have enough space left!", "warning", 3, "right"] call EFUNC(misc,notify);
playSound "FD_CP_Not_Clear_F";
};
};
case "uniform": {
if (uniform player == "") then {
player forceAddUniform _item;
playSound "FD_Finish_F";
} else {
_clear = false;
["You already have a uniform equiped!", "warning", 3, "right"] call EFUNC(misc,notify);
playSound "FD_CP_Not_Clear_F";
};
};
case "vest": {
if (vest player == "") then {
player addVest _item;
playSound "FD_Finish_F";
} else {
_clear = false;
["You already have a vest equiped!", "warning", 3, "right"] call EFUNC(misc,notify);
playSound "FD_CP_Not_Clear_F";
};
};
case "weapon": {
private _weaponType = getNumber (configFile >> "CfgWeapons" >> _item >> "type");
private _hasSpace = switch (_weaponType) do {
case 1: {primaryWeapon player == ""}; // Primary
case 2: {handgunWeapon player == ""}; // Handgun
case 4: {secondaryWeapon player == ""}; // Launcher
case 131072: {false}; // Binoculars
default {true};
};
if (_hasSpace) then {
private _compatibleMags = getArray (configFile >> "CfgWeapons" >> _item >> "magazines");
private _baseType = (_compatibleMags select 0) select [0, (_compatibleMags select 0) find "_Tracer"];
if (_baseType == "") then {_baseType = _compatibleMags select 0};
private _magIndices = [];
{
if ((_x select 0) == "magazine") then {
private _magClass = (_x select 1) select 0;
if ((_magClass in _compatibleMags || {("ACE_" in _magClass) && {_baseType in _magClass}}) &&
{player canAdd _magClass}) then {
player addMagazine [_magClass, (_x select 1) select 1];
_magIndices pushBack _forEachIndex;
};
};
} forEach _locker;
reverse _magIndices;
{_locker deleteAt _x} forEach _magIndices;
player addWeapon _item;
playSound "FD_Finish_F";
} else {
_clear = false;
["You don't have enough space left!", "warning", 3, "right"] call EFUNC(misc,notify);
playSound "FD_CP_Not_Clear_F";
};
};
};
if (_clear) then {
lbClear _lockerItems;
lbClear _playerItems;
_lockerItems lbSetCurSel -1;
_playerItems lbSetCurSel -1;
private _index = _locker findIf { _x isEqualTo _data };
_locker deleteAt _index;
SETPVAR(player,FORGE_Locker,_locker);
[] call FUNC(fetchLocker);
[] call FUNC(fetchPlayer);
ctrlEnable [IDC_EQUIPBUTTON, true];
};