2015-01-12 09:48:26 +00:00
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/*
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2015-02-02 08:35:17 +00:00
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* Author: Garth 'L-H' de Wet
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* Opens the UI for selecting the transmitter
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*
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* Arguments:
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* 0: Unit <OBJECT>
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* [player] call ACE_Explosives_fnc_openTransmitterUI;
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*
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* Public: No
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*/
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2015-01-13 21:21:31 +00:00
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#include "script_component.hpp"
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2015-01-12 09:48:26 +00:00
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private ["_items", "_unit", "_count", "_actions", "_config"];
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_unit = _this select 0;
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_items = (items _unit);
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_actions = [localize "STR_ACE_Explosives_TriggerMenu", localize "STR_ACE_Explosives_SelectTrigger"]
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2015-01-15 19:13:12 +00:00
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call EFUNC(interaction,prepareSelectMenu);
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2015-01-12 09:48:26 +00:00
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_detonators = [_unit] call FUNC(getDetonators);
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{
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_config = ConfigFile >> "CfgWeapons" >> _x;
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_actions = [
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_actions,
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getText(_config >> "displayName"),
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getText(_config >> "picture"),
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_x
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2015-01-15 19:13:12 +00:00
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] call EFUNC(interaction,addSelectableItem);
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2015-01-12 09:48:26 +00:00
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} count _detonators;
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if (count _detonators == 0) then {
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2015-01-15 19:13:12 +00:00
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call EFUNC(interaction,hideMenu);
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"ACE_Explosives" call EFUNC(interaction,openMenuSelf);
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2015-01-12 20:39:37 +00:00
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[format[localize "STR_ACE_Explosives_NoTriggersAvailable", "player"]] call EFUNC(Common,displayTextStructured);
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2015-01-12 09:48:26 +00:00
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}else{
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[
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_actions,
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{
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[ACE_player, _this] call FUNC(openDetonateUI);
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},
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{
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2015-01-15 19:13:12 +00:00
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call EFUNC(interaction,hideMenu);
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2015-01-12 09:48:26 +00:00
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}
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2015-01-15 19:13:12 +00:00
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] call EFUNC(interaction,openSelectMenu);
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2015-01-12 09:48:26 +00:00
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};
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