ACE3/addons/disarming/functions/fnc_openDisarmDialog.sqf

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/*
* Author: PabstMirror
* Opens the disarm dialog (allowing a person to remove items)
*
* Arguments:
* 0: Caller (player) <OBJECT>
* 1: Target <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player, bob] call ace_disarming_fnc_openDisarmDialog
*
* Public: No
*/
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#include "script_component.hpp"
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#define TEXTURES_RANKS [ \
"", \
"\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa", \
"\A3\Ui_f\data\GUI\Cfg\Ranks\corporal_gs.paa", \
"\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa", \
"\A3\Ui_f\data\GUI\Cfg\Ranks\lieutenant_gs.paa", \
"\A3\Ui_f\data\GUI\Cfg\Ranks\captain_gs.paa", \
"\A3\Ui_f\data\GUI\Cfg\Ranks\major_gs.paa", \
"\A3\Ui_f\data\GUI\Cfg\Ranks\colonel_gs.paa" \
]
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PARAMS_2(_caller,_target);
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private "_display";
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//Sanity Checks
if (_caller != ACE_player) exitwith {ERROR("Player isn't caller?");};
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if (!([_player, _target] call FUNC(canPlayerDisarmUnit))) exitWith {ERROR("Can't Disarm Unit");};
if (dialog) then {ERROR("Dialog open when trying to open disarm dialog"); closeDialog 0;};
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disableSerialization;
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createDialog QGVAR(remoteInventory);
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_display = uiNamespace getVariable ["ACE_remoteInventory", displayNull];
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if (isNull _display) exitWith {ERROR("Display is Null");};
GVAR(disarmTarget) = _target;
//Setup Drop Event (on right pannel)
(_display displayCtrl 632) ctrlAddEventHandler ["LBDrop", {
if (isNull GVAR(disarmTarget)) exitWith {};
PARAMS_5(_ctrl,_xPos,_yPos,_idc,_itemInfo);
EXPLODE_3_PVT((_itemInfo select 0),_displayText,_value,_data);
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if (isNull GVAR(disarmTarget)) exitWith {ERROR("disarmTarget is null");};
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TRACE_2("Debug: Droping %1 from %2",_data,GVAR(disarmTarget));
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["DisarmDropItems", [GVAR(disarmTarget)], [ACE_player, GVAR(disarmTarget), [_data]]] call EFUNC(common,targetEvent);
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false //not sure what this does
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}];
//Setup PFEH
[{
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private ["_groundContainer", "_targetContainer", "_playerName", "_rankPicture", "_rankIndex", "_targetUniqueItems", "_holderUniqueItems", "_holder"];
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disableSerialization;
EXPLODE_2_PVT(_this,_args,_pfID);
EXPLODE_3_PVT(_args,_player,_target,_display);
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if ((!([_player, _target] call FUNC(canPlayerDisarmUnit))) ||
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{isNull _display} ||
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{_player != ACE_player}) then {
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[_pfID] call CBA_fnc_removePerFrameHandler;
GVAR(disarmTarget) = objNull;
if (!isNull _display) then {closeDialog 0;}; //close dialog if still open
} else {
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_groundContainer = _display displayCtrl 632;
_targetContainer = _display displayCtrl 633;
_playerName = _display displayCtrl 111;
_rankPicture = _display displayCtrl 1203;
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//Show rank and name (just like BIS's inventory)
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_rankIndex = ((["PRIVATE", "CORPORAL", "SERGEANT", "LIEUTENANT", "CAPTAIN", "MAJOR", "COLONEL"] find (rank _target)) + 1);
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_rankPicture ctrlSetText (TEXTURES_RANKS select _rankIndex);
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_playerName ctrlSetText ([GVAR(disarmTarget)] call EFUNC(common,getName));
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//Clear both inventory lists:
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lbClear _groundContainer;
lbClear _targetContainer;
//Show the items in the ground disarmTarget's inventory
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_targetUniqueItems = [GVAR(disarmTarget)] call FUNC(getAllGearUnit);
[_targetContainer, _targetUniqueItems] call FUNC(showItemsInListbox);
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//Try to find a holder that the target is using to drop items into:
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_holder = objNull;
{
if ((_x getVariable [QGVAR(disarmUnit), objNull]) == _target) exitWith {
_holder = _x;
};
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} forEach ((getpos _target) nearObjects [DISARM_CONTAINER, 3]);
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//If a holder exists, show it's inventory
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if (!isNull _holder) then {
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_holderUniqueItems = [_holder] call FUNC(getAllGearContainer);
[_groundContainer, _holderUniqueItems] call FUNC(showItemsInListbox);
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};
};
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}, 0, [_caller, _target, _display]] call CBA_fnc_addPerFrameHandler;