ACE3/TO_MERGE/agm/Captives/functions/fn_openFriskMenu.sqf

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/*
Name: AGM_Captives_fnc_openFriskMenu
Author: bux578
Description:
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
Parameters:
0: Object - player unit
1: Object - unit
Returns:
Nothing
*/
private ["_player", "_unit", "_weapon", "_listedItemClasses", "_actions", "_allGear"];
_player = _this select 0;
_unit = _this select 1;
_weapon = currentWeapon _player;
if (_weapon == primaryWeapon _player && {_weapon != ""}) then {
[_player, "AmovPercMstpSlowWrflDnon", 0] call AGM_Core_fnc_doAnimation;
};
_listedItemClasses = [];
_actions = [localize "STR_AGM_Captives_FriskMenuHeader", localize "STR_AGM_Captives_CancelSelection"] call AGM_Interaction_fnc_prepareSelectMenu;
_allGear = [];
if ((handgunWeapon _unit) != "") then {
_allGear pushBack (handgunWeapon _unit);
};
if (count (uniformItems _unit) > 0) then {
_allGear = _allGear + (uniformItems _unit);
};
if (count (vestItems _unit) > 0) then {
_allGear = _allGear + (vestItems _unit);
};
if (count (backpackItems _unit) > 0) then {
_allGear = _allGear + (backpackItems _unit);
};
if (count (assignedItems _unit) > 0) then {
_allGear = _allGear + (assignedItems _unit);
};
// Handgun
// Uniform Items
// Vest Items
// Backpack Items
// Assigned Items
{
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 AGM_Interaction_fnc_addSelectableItem;
_listedItemClasses pushBack _x;
};
} forEach (_allGear);
[_actions, {call AGM_Interaction_fnc_hideMenu;}, {call AGM_Interaction_fnc_hideMenu;}] call AGM_Interaction_fnc_openSelectMenu;
// don't need an "Ok" Button
ctrlShow [8860, false];