| 289 | } |
| 290 | |
| 291 | static sp<AEquipment> getAutoreloadAmmoType(const AEquipment &weapon) |
| 292 | { |
| 293 | LogAssert(weapon.type->type == AEquipmentType::Type::Weapon); |
| 294 | LogAssert(weapon.getPayloadType() != weapon.type); |
| 295 | |
| 296 | // Check if the auto-reload option is disabled |
| 297 | if (!Options::optionAutoReload.get()) |
| 298 | { |
| 299 | return nullptr; |
| 300 | } |
| 301 | |
| 302 | // Prefer loading the same type of ammo again |
| 303 | if (weapon.lastLoadedAmmoType) |
| 304 | { |
| 305 | auto equippedAmmo = weapon.ownerAgent->getFirstItemByType(weapon.lastLoadedAmmoType); |
| 306 | if (equippedAmmo) |
| 307 | { |
| 308 | LogAssert(equippedAmmo->type->type == AEquipmentType::Type::Ammo); |
| 309 | return equippedAmmo; |
| 310 | } |
| 311 | } |
| 312 | // Otherwise find any possible ammo on the agent |
| 313 | for (const auto &ammoType : weapon.type->ammo_types) |
| 314 | { |
| 315 | auto equippedAmmo = weapon.ownerAgent->getFirstItemByType(ammoType); |
| 316 | if (equippedAmmo) |
| 317 | { |
| 318 | LogAssert(equippedAmmo->type->type == AEquipmentType::Type::Ammo); |
| 319 | return equippedAmmo; |
| 320 | } |
| 321 | } |
| 322 | // No ammo found |
| 323 | return nullptr; |
| 324 | } |
| 325 | |
| 326 | void AEquipment::loadAmmo(GameState &state, sp<AEquipment> ammoItem) |
| 327 | { |
no test coverage detected