2023-09-12 18:58:10 +00:00
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#include "..\script_component.hpp"
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2021-03-04 17:43:11 +00:00
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/*
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* Author: mharis001, Dystopian
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* Returns children actions for weapon attachment switching.
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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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* Actions <ARRAY>
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*
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* Example:
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* player call ace_interaction_fnc_getWeaponAttachmentsActions
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*
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* Public: No
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*/
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params ["_unit"];
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[_unit, {
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params ["_unit"];
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private _currentWeapon = currentWeapon _unit;
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if (_currentWeapon isEqualTo "") exitWith {[]};
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private _weaponItems = _unit weaponAccessories _currentWeapon;
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private _cfgWeapons = configFile >> "CfgWeapons";
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private _actions = [];
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// "attach" actions
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private _items = _unit call EFUNC(common,uniqueItems);
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private _compatibleItems = _currentWeapon call CBA_fnc_compatibleItems;
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{
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private _config = _cfgWeapons >> _x;
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private _name = format [LLSTRING(weaponAttachmentsAttach), getText (_config >> "displayName")];
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private _picture = getText (_config >> "picture");
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private _type = getNumber (_config >> "itemInfo" >> "type");
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private _oldAttachment = _weaponItems select ([TYPE_MUZZLE, TYPE_FLASHLIGHT, TYPE_OPTICS, TYPE_BIPOD] find _type);
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private _action = [
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_x, _name, _picture,
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LINKFUNC(switchWeaponAttachment),
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{true},
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{},
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[_currentWeapon, _x, _oldAttachment]
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] call EFUNC(interact_menu,createAction);
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_actions pushBack [_action, [], _unit];
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} forEach ((_items arrayIntersect _compatibleItems) - _weaponItems);
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// "detach" actions
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{
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if (_x isEqualTo "") then {continue};
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private _config = _cfgWeapons >> _x;
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private _name = format [LLSTRING(weaponAttachmentsDetach), getText (_config >> "displayName")];
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private _picture = getText (_config >> "picture");
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private _action = [
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_x, _name, _picture,
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LINKFUNC(switchWeaponAttachment),
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{true},
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{},
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[_currentWeapon, "", _x]
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] call EFUNC(interact_menu,createAction);
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_actions pushBack [_action, [], _unit];
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} forEach _weaponItems;
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_actions
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}, _unit, QGVAR(weaponAttachmentsActions), 5, QGVAR(clearWeaponAttachmentsActionsCache)] call EFUNC(common,cachedCall);
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