mirror of
https://github.com/acemod/ACE3.git
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71 lines
2.7 KiB
Plaintext
71 lines
2.7 KiB
Plaintext
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/*
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* Author: Nelson Duarte, SilentSpike
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* Updates spectator UI unit info widget
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*
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* Arguments:
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* None
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*
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* Return Value:
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* None
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*
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* Example:
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* [] call ace_spectator_fnc_ui_updateWidget
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*
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* Public: No
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*/
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#include "script_component.hpp"
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#define IMG_COMMANDER "a3\Ui_f\data\IGUI\Cfg\CommandBar\imageCommander_ca.paa"
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#define IMG_DRIVER "a3\Ui_f\data\IGUI\Cfg\CommandBar\imageDriver_ca.paa"
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#define IMG_GUNNER "a3\Ui_f\data\IGUI\Cfg\CommandBar\imageGunner_ca.paa"
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#define IMG_CARGO "a3\Ui_f\data\IGUI\Cfg\CommandBar\imageCommander_ca.paa"
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// Hide if no target, or target is a location or widget is toggled off
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if (!GVAR(uiWidgetVisible) || {GVAR(camOnLocation)} || {isNull GVAR(camTarget)}) exitWith {CTRL_WIDGET ctrlShow false};
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private _focus = GVAR(camTarget);
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private _name = ([_focus] call EFUNC(common,getName)) select [0, NAME_MAX_CHARACTERS];
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if !(isPlayer _focus) then { _name = format ["%1: %2", localize "str_player_ai", _name]; };
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private _unitTypePicture = [_focus] call EFUNC(common,getVehicleIcon);
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private _vehicleTypePicture = getText (configFile >> "CfgVehicles" >> typeOf vehicle _focus >> "Picture");
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private _insigniaTexture = ["GetGroupTexture", [group _focus]] call BIS_fnc_dynamicGroups;
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private _weapon = currentWeapon _focus;
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private _weaponPicture = if (_weapon != "") then {
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getText (configFile >> "CfgWeapons" >> _weapon >> "Picture");
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} else {
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if (_focus != vehicle _focus) then {
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if (commander vehicle _focus == _focus) exitWith {IMG_COMMANDER};
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if (driver vehicle _focus == _focus) exitWith {IMG_DRIVER};
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if (gunner vehicle _focus == _focus) exitWith {IMG_GUNNER};
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IMG_CARGO
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} else {""};
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};
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(getPlayerScores _focus) params [["_kills",0,[0]], ["_softKills",0,[0]], ["_armoredKills",0,[0]], ["_airKills",0,[0]], ["_deaths",0,[0]], ["_total",0,[0]]];
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CTRL_WIDGET_NAME ctrlSetText _name;
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CTRL_WIDGET_AVATAR ctrlSetText _insigniaTexture;
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CTRL_WIDGET_KILLS ctrlSetText str _kills;
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CTRL_WIDGET_LAND ctrlSetText str _softKills;
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CTRL_WIDGET_ARMORED ctrlSetText str _armoredKills;
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CTRL_WIDGET_AIR ctrlSetText str _airKills;
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CTRL_WIDGET_DEATHS ctrlSetText str _deaths;
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CTRL_WIDGET_TOTAL ctrlSetText str _total;
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CTRL_WIDGET_WEAPON ctrlSetText _weaponPicture;
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CTRL_WIDGET_UNIT ctrlSetText (["",_unitTypePicture] select (vehicle _focus == _focus));
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CTRL_WIDGET_UNIT ctrlShow (vehicle _focus == _focus);
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CTRL_WIDGET_VEHICLE ctrlSetText (["",_vehicleTypePicture] select (vehicle _focus != _focus));
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CTRL_WIDGET_VEHICLE ctrlShow (vehicle _focus != _focus);
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CTRL_WIDGET_WEAPON ctrlShow (_weaponPicture != "");
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CTRL_WIDGET_WEAPON_BACK ctrlShow (_weaponPicture != "");
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// Handle widget toggling
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if !(ctrlShown CTRL_WIDGET) then {
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CTRL_WIDGET ctrlShow true;
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};
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