ACE3/addons/interact_menu/functions/fnc_compileMenuSelfAction.sqf

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/*
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* Author: NouberNou and esteldunedain
* Compile the self action menu from config for an object's class
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*
* Argument:
* 0: Object or class name <OBJECT> or <STRING>
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*
* Return value:
* None
*
* Public: No
*/
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#include "script_component.hpp";
EXPLODE_1_PVT(_this,_target);
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private ["_objectType","_actionsVarName"];
_objectType = _target;
if (typeName _target == "OBJECT") then {
_objectType = typeOf _target;
};
_actionsVarName = format [QGVAR(SelfAct_%1), _objectType];
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// Exit if the action menu is already compiled for this class
if !(isNil {missionNamespace getVariable [_actionsVarName, nil]}) exitWith {};
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private "_recurseFnc";
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_recurseFnc = {
private ["_actions", "_displayName", "_distance", "_icon", "_statement", "_selection", "_condition", "_showDisabled",
"_enableInside", "_canCollapse", "_runOnHover", "_children", "_entry", "_entryCfg", "_insertChildren"];
EXPLODE_1_PVT(_this,_actionsCfg);
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_actions = [];
for "_i" from 0 to (count _actionsCfg) - 1 do {
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_entryCfg = _actionsCfg select _i;
if(isClass _entryCfg) then {
_displayName = getText (_entryCfg >> "displayName");
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_icon = getText (_entryCfg >> "icon");
_statement = compile (getText (_entryCfg >> "statement"));
_condition = getText (_entryCfg >> "condition");
if (_condition == "") then {_condition = "true"};
// Add canInteract (including exceptions) and canInteractWith to condition
_condition = _condition + format [QUOTE( && {[ARR_3(ACE_player, objNull, %1)] call EFUNC(common,canInteractWith)} ), getArray (_entryCfg >> "exceptions")];
_insertChildren = compile (getText (_entryCfg >> "insertChildren"));
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_showDisabled = (getNumber (_entryCfg >> "showDisabled")) > 0;
_enableInside = (getNumber (_entryCfg >> "enableInside")) > 0;
_canCollapse = (getNumber (_entryCfg >> "canCollapse")) > 0;
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_runOnHover = (getNumber (_entryCfg >> "runOnHover")) > 0;
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_condition = compile _condition;
_children = [_entryCfg] call _recurseFnc;
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_entry = [
[
configName _entryCfg,
_displayName,
_icon,
_statement,
_condition,
_insertChildren,
[],
[0,0,0],
10, //distace
[_showDisabled,_enableInside,_canCollapse,_runOnHover]
],
_children
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];
_actions pushBack _entry;
};
};
_actions
};
private "_actionsCfg";
_actionsCfg = configFile >> "CfgVehicles" >> _objectType >> "ACE_SelfActions";
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// Create a master action to base on self action
_actions = [
[
[
"ACE_SelfActions",
"Self Actions",
"\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa",
{
// Dummy statement so it's not collapsed when there's no available actions
true
},
{[ACE_player, objNull, ["isNotInside","isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering"]] call EFUNC(common,canInteractWith)},
{},
[],
"Spine3",
10,
[false,true,false]
],
[_actionsCfg] call _recurseFnc
]
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];
missionNamespace setVariable [_actionsVarName, _actions];