ACE3/addons/switchunits/functions/fnc_markAiOnMap.sqf

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#include "script_component.hpp"
/*
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* Author: bux578
* Creates markers for AI units for given sides.
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* Marks players in a different colour.
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*
* Arguments:
* 0: side <OBJECT>
*
* Return Value:
* None
*
* Example:
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* [[west, east]] call ace_switchunits_fnc_markAiOnMap
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*
* Public: No
*/
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params ["_sidesToShow"];
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GVAR(AllMarkerNames) = [];
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[{
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params ["_args"];
_args params ["_sides"];
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// delete markers
{
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deleteMarkerLocal _x;
} count GVAR(AllMarkerNames);
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// reset the array
GVAR(AllMarkerNames) = [];
if (alive ACE_player && {GVAR(OriginalUnit) getVariable ["ACE_CanSwitchUnits", false]}) then {
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// create markers
{
if ((_x getVariable [QGVAR(IsPlayerControlled), false]) || {(side group _x in _sides) && {[_x] call FUNC(isValidAi)}}) then {
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private _markerName = str _x;
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private _marker = createMarkerLocal [_markerName, position _x];
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_markerName setMarkerTypeLocal "mil_triangle";
_markerName setMarkerShapeLocal "ICON";
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_markerName setMarkerSizeLocal [0.5, 0.7];
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_markerName setMarkerDirLocal getDir _x;
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// commy's one liner magic
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private _markerColor = format ["Color%1", side group _x];
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if ((_x getVariable [QGVAR(IsPlayerControlled), false])) then {
_markerName setMarkerColorLocal "ColorOrange";
_markerName setMarkerTextLocal (_x getVariable [QGVAR(PlayerControlledName), ""]);
} else {
_markerName setMarkerColorLocal _markerColor;
_markerName setMarkerTextLocal (getText (configOf _x >> "displayName"));
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};
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GVAR(AllMarkerNames) pushBack _markerName;
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nil
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};
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} count allUnits;
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};
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}, 1.5, [_sidesToShow]] call CBA_fnc_addPerFrameHandler;