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Copy pathsave_gear.sqf
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save_gear.sqf
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saveGear = {
loadSaved=True;
_unit = _this select 0;
if (goggles _unit != "") then {
gGoggles = goggles _unit;
pGoggles=true;
} else {pGoggles=false;};
if (headGear _unit != "") then {
gHeadGear = headGear _unit;
pHeadGear=True;
} else {pHeadGear=false;};
if (uniform _unit != "") then {
gUniform = uniform _unit;
gUniformItems = uniformItems _unit;
pUniform=true;
} else {pUniform=false;};
if (vest _unit != "") then {
gVest = vest _unit;
gVestItems = vestItems _unit;
pVest=true;
} else {pVest=false;};
if (backPack _unit != "") then {
gBackPack = backpack _unit;
gBackPackItems = backPackItems _unit;
pBackPack=true;
} else {pBackPack=false;};
if (primaryWeapon _unit != "") then {
gPrimaryWeapon = primaryWeapon _unit;
gPrimaryItems = primaryWeaponItems _unit;
pPrimaryWeapon=true;
} else {pPrimaryWeapon=false;};
if (secondaryWeapon _unit != "") then {
gSecondaryWeapon = secondaryWeapon _unit;
gSecondaryItems = secondaryWeaponItems _unit;
pSecondaryWeapon=true;
} else {pSecondaryWeapon=false;};
if (handGunWeapon _unit != "") then {
gHandGunWeapon = handGunWeapon _unit;
gHandGunItems = handgunItems _unit;
pHandGunWeapon=true;
} else {pHandGunWeapon=false;};
if (count primaryWeaponMagazine _unit > 0) then {
gPrimaryMag = primaryWeaponMagazine _unit;
pPrimaryMag=true;
} else {pPrimaryMag=false;};
if (count secondaryWeaponMagazine _unit > 0) then {
gSecondaryMag = secondaryWeaponMagazine _unit;
pSecondaryMag=true;
} else {pSecondaryMag=false;};
if (count handGunmagazine _unit > 0) then {
gHandGunMag = handGunMagazine _unit;
pHandGunMag=true;
} else {pHandGunMag=false;};
hint 'Gear Saved.';
};