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  1. /**
  2. * Exile Mod
  3. * www.exilemod.com
  4. * © 2015 Exile Mod Team
  5. *
  6. * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
  7. * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
  8. */
  9.  
  10. private["_player","_itemClassName","_itemInformation","_itemCategory","_itemType","_added","_compatibleWeaponItems"];
  11. _player = _this select 0;
  12. _itemClassName = toLower (_this select 1);
  13. _itemInformation = [_itemClassName] call BIS_fnc_itemType;
  14. _itemCategory = _itemInformation select 0;
  15. _itemType = _itemInformation select 1;
  16. diag_log (format["_itemType %1",_itemType]);
  17. _added = false;
  18. if (_itemCategory isEqualTo "Magazine") then
  19. {
  20. {
  21. if !(_x isEqualTo "") then
  22. {
  23. switch (_forEachIndex) do
  24. {
  25. case 0:
  26. {
  27. if ((primaryWeaponMagazine _player) isEqualTo []) then
  28. {
  29. _compatibleWeaponItems = _x call ExileClient_util_gear_getCompatibleWeaponItems;
  30. if (_itemClassName in _compatibleWeaponItems) exitWith
  31. {
  32. _player addPrimaryWeaponItem _itemClassName;
  33. _added = true;
  34. };
  35. };
  36. };
  37. case 1:
  38. {
  39. if ((secondaryWeaponMagazine _player) isEqualTo []) then
  40. {
  41. _compatibleWeaponItems = _x call ExileClient_util_gear_getCompatibleWeaponItems;
  42. if (_itemClassName in _compatibleWeaponItems) exitWith
  43. {
  44. _player addSecondaryWeaponItem _itemClassName;
  45. _added = true;
  46. };
  47. };
  48. };
  49. case 2:
  50. {
  51. if ((handgunMagazine _player) isEqualTo []) then
  52. {
  53. _compatibleWeaponItems = _x call ExileClient_util_gear_getCompatibleWeaponItems;
  54. if (_itemClassName in _compatibleWeaponItems) exitWith
  55. {
  56. _player addHandgunItem _itemClassName;
  57. _added = true;
  58. };
  59. };
  60. };
  61. };
  62. };
  63. }
  64. forEach [primaryWeapon _player, secondaryWeapon _player, handgunWeapon _player];
  65. }
  66. else
  67. {
  68. switch (_itemType) do
  69. {
  70. case "Launcher",
  71. case "RocketLauncher",
  72. case "MissileLauncher",
  73. case "GrenadeLauncher",
  74. case "AssaultRifle",
  75. case "Rifle",
  76. case "SniperRifle",
  77. case "SubmachineGun",
  78. case "MachineGun",
  79. case "Handgun",
  80. case "LaserDesignator",
  81. case "Throw",
  82. case "Binocular":
  83. {
  84. _player addWeaponGlobal _itemClassName;
  85. _added = true;
  86. };
  87. case "GPS",
  88. case "Map",
  89. case "Radio",
  90. case "UAVTerminal",
  91. case "Watch",
  92. case "Compass",
  93. case "NVGoggles",
  94. case "Glasses":
  95. {
  96. _player linkItem _itemClassName;
  97. _added = true;
  98. };
  99. case "Headgear": { _player addHeadgear _itemClassName; _added = true; };
  100. case "Backpack": { _player addBackpackGlobal _itemClassName; _added = true; };
  101. case "Uniform": { _player forceAddUniform _itemClassName; _added = true; };
  102. case "Vest": { _player addVest _itemClassName; _added = true; };
  103. case "AccessorySights",
  104. case "AccessoryPointer",
  105. case "AccessoryMuzzle",
  106. case "AccessoryBipod":
  107. {
  108. {
  109. if !(_x isEqualTo "") then
  110. {
  111. _compatibleWeaponItems = _x call ExileClient_util_gear_getCompatibleWeaponItems;
  112. if (_itemClassName in _compatibleWeaponItems) exitWith
  113. {
  114. switch (_forEachIndex) do
  115. {
  116. case 0: { _player addPrimaryWeaponItem _itemClassName; _added = true; };
  117. case 1: { _player addSecondaryWeaponItem _itemClassName; _added = true; };
  118. case 2: { _player addHandgunItem _itemClassName; _added = true; };
  119. };
  120. };
  121. };
  122. }
  123. forEach [primaryWeapon _player, secondaryWeapon _player, handgunWeapon _player];
  124. };
  125. };
  126. };
  127. _added
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