ACE3/addons/captives/functions/fnc_doFriskPerson.sqf

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/*
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* Author: bux578
* Open the select menu with the "personal" items of a frisked unit. It only shows "handgunWeapon", "uniformItems", "vestItems", "backpackItems" and "assignedItems" because every other item is visible on the character
*
* Arguments:
* 0: player unit <OBJECT>
* 1: unit <OBJECT>
*
* Return Value:
* Nothing
*
* Example:
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* [player, bob] call ACE_captives_fnc_doFristPerson;
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*
* Public: No
*/
#include "script_component.hpp"
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private ["_weapon", "_listedItemClasses", "_actions", "_allGear"];
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PARAMS_2(_player,_unit);
params ["_player", "_unit"];
_weapon = currentWeapon _player;
if (_weapon == primaryWeapon _player && {_weapon != ""}) then {
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[_player, "AmovPercMstpSlowWrflDnon", 0] call EFUNC(common,doAnimation);
};
_listedItemClasses = [];
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_actions = [localize LSTRING(FriskMenuHeader), ""] call ACE_Interaction_fnc_prepareSelectMenu;
_allGear = [];
if ((handgunWeapon _unit) != "") then {
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_allGear pushBack (handgunWeapon _unit);
};
if (count (uniformItems _unit) > 0) then {
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_allGear = _allGear + (uniformItems _unit);
};
if (count (vestItems _unit) > 0) then {
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_allGear = _allGear + (vestItems _unit);
};
if (count (backpackItems _unit) > 0) then {
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_allGear = _allGear + (backpackItems _unit);
};
if (count (assignedItems _unit) > 0) then {
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_allGear = _allGear + (assignedItems _unit);
};
// Handgun
// Uniform Items
// Vest Items
// Backpack Items
// Assigned Items
{
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if (!(_x in _listedItemClasses)) then {
private "_item";
_item = configFile >> "CfgMagazines" >> _x;
if (isNil "_item" || str _item == "") then { //str _item ?
_item = configFile >> "CfgWeapons" >> _x;
};
_actions = [_actions, getText(_item >> "displayName"), getText(_item >> "picture"), _x] call ACE_Interaction_fnc_addSelectableItem;
_listedItemClasses pushBack _x;
};
} forEach (_allGear);
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[_actions, {call ACE_Interaction_fnc_hideMenu;}, {call ACE_Interaction_fnc_hideMenu;}] call ACE_Interaction_fnc_openSelectMenu;
// don't need an "Ok" Button
ctrlShow [8860, false];