2018-09-17 19:19:29 +00:00
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#include "script_component.hpp"
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2017-09-17 22:24:14 +00:00
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/*
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* Author: Dystopian
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* Add Eject action to vehicle if needed.
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*
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* Arguments:
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* 0: Vehicle <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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* [cursorObject] call ace_aircraft_fnc_initEjectAction
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*
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* Public: No
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*/
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params ["_vehicle"];
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if (unitIsUAV _vehicle) exitWith {};
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private _config = configFile >> "CfgVehicles" >> typeOf _vehicle;
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private _addAction = false;
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if (0 == getNumber (_config >> "driverCanEject")) then {
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TRACE_2("eject action",typeOf _vehicle,"driver");
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_vehicle setVariable [QGVAR(ejectAction_driver_[]), true];
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_addAction = true;
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};
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{
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{
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_x params ["", "_role", "", "_turretPath"];
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if (0 == getNumber (([_config, _turretPath] call CBA_fnc_getTurret) >> "canEject")) then {
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TRACE_2("eject action",typeOf _vehicle,_turretPath);
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_vehicle setVariable [format [QGVAR(ejectAction_%1_%2), _role, _turretPath], true];
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_addAction = true;
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};
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} forEach fullCrew [_vehicle, _x, true];
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} forEach ["gunner", "commander", "turret"];
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if (!_addAction) exitWith {};
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GVAR(ejectActionParams) params ["_params", "_text", "_picture"];
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private _actionID = _vehicle addAction _params;
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_vehicle setUserActionText [_actionID, _text, "", _picture];
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_vehicle setVariable [QGVAR(ejectAction), _actionID];
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