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* Checks the current loadout of the given unit for inventory containers (uniform/vest/backpack) filled beyond their max load, removing excess items if present.
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*
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* Arguments:
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* 0: Unit to check for overfill <OBJECT>
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* 1: Which container to check. If unit, will go through all containers starting from uniform <OBJECT>
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*
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* Return Value:
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* None
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*
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* Public: No
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*/
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params ["_unit", ["_container", objNull]];
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if (isNull_container||_containerisEqualTo_unit) then {
* Attempts to recover a loadout with invalid containers by substituting them for the currently worn containers.
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* It is meant to be passed a loadout modified by `[loadout, true] call ace_arsenal_fnc_verifyLoadout`, nested in the format: `[[_loadout, _extendedInfo], _nullItemsList, _unavailableItemsList, _missingExtendedInfo]`
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*
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* Arguments:
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* 0: Unit from which to get valid (worn) containers <OBJECT>
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* 1: Verified loadout to insert valid containers into <ARRAY>
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*
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* Return Value:
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* Copy of the passed loadout, with recovered containers <ARRAY>
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*
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* Public: No
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*/
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params ["_unit", "_loadout"];
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// Work on a copy of the original array
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private_loadoutData=+_loadout;
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{
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_x params ["_containerIdx", "_wornContainer"];
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// Only modify the loadout if it has a filled invalid container to be recovered
Copy file name to clipboardExpand all lines: docs/wiki/feature/arsenal.md
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@@ -53,6 +53,8 @@ Saving loadouts from the default and public tabs will save them in your profile,
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All loadouts can be loaded, however items not available or missing, will NOT be added. This limitation applies to all tabs as well as imported loadouts.
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In the case of a stored loadout's uniform, vest or backpack not being available or missing, loading it will retain the currently equipped uniform/vest/backpack and attempt to fill it with the stored one's content that is available in the arsenal.
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The color coding for loadouts is as follows:
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- White: All items are available and will be loaded.
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- Grey: Some items in that loadout are not available in that box.
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