ACE3/addons/arsenal/functions/fnc_updateCurrentItemsList.sqf

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#include "..\script_component.hpp"
Arsenal - Add/Fix/Improve/Change numerous aspects (#9040) * Arsenal update * Fixes * Update fnc_onSelChangedLeft.sqf * Update fnc_updateUniqueItemsList.sqf * Header fixes * Fix for defines.hpp Co-authored-by: Dystopian <sddex@ya.ru> * Moved fnc_baseWeapon, filtered invalid items * Update addons/arsenal/functions/fnc_scanConfig.sqf Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Fixes and tweaks - Sorting is guaranteed to give a fixed order - Dog tags no longer throw errors when reloading the ACE arsenal mission when you had some saved in your loadout before quitting the last time you played. * Cleanup, bug fixes and additions - Added the ability to add items from "CfgMagazines" into the "Misc. items" or custom tabs. - Added "baseWeapon" class support for weapon attachments. If a weapon attachment has the config property "baseWeapon" defined, it will take that item and show that in the arsenal. - Added stronger filtering on item scopes (scope > 0 at least for every item) - Added "descending" (default, as it is now) and "ascending" sort order as a drop down menu, - Unique backpacks in containers can now be removed with either the "-" or "clear all items" button. - When sorting by a number, 2 decimal points have been added, so that when you sort by weight it returns the correct order. * More fixes and tweaks - Converted the arsenal to partially work with hashmaps instead of arrays (for configItems and virtualItems, currentItems is still an array). - Because of the above, performance of FUNC(addVirtualItems) and FUNC(removeVirtualItems) has improved immensely. - Sorting now caches results, reducing repeated sorting times drastically. - CBA disposable launchers are handled differently now: Within the arsenal, you can change weapon attachments on disposable launchers, but you can't change their magazines (primary or secondary). Item info on the right and the stats show correct information. - FUNC(addSort) now checks if the new sorting method already exists and doesn't add it if it does. - FUNC(removeSort) now exists. You can't remove the default sort type (alphabetically) to avoid problems with the arsenal. - Both FUNC(addStat) and FUNC(compileStats) actually taken priority into account now. Because of that priority on several stats needed to be tweaked. - FUNC(removeStat) ensures that there are no gaps within the stat array (so if there is an empty spot in the stats page, it's because there is a stat, but the condition for it being shown hasn't been met). * Update fnc_replaceUniqueItemsLoadout.sqf * Update fnc_onSelChangedLeft.sqf * Update fnc_scanConfig.sqf * Update docs/wiki/framework/arsenal-framework.md Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Minor cleanup * Baseweapon filtering * Improvements + better unique items support * Update fnc_fillRightPanel.sqf * Update fnc_onSelChangedLeft.sqf Fixed: Switching between weapons with incompatible primary magazines while a compatible secondary magazine is loaded doesn't equip the new weapon's primary magazine. * Update addons/common/functions/fnc_uniqueUnitItems.sqf Co-authored-by: PabstMirror <pabstmirror@gmail.com> * undefined variable Co-authored-by: PabstMirror <pabstmirror@gmail.com> * fix undefined loadout var * Update fnc_fillLoadoutsList.sqf --------- Co-authored-by: Dystopian <sddex@ya.ru> Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-07-21 18:25:25 +00:00
#include "..\defines.hpp"
/*
* Author: johnb43
* Updates the list of current items.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Public: No
*/
GVAR(currentItems) = ["", "", "", "", "", "", "", "", "", "", "", "", "", "", "", [], [], [], [], [], [], []];
private _isWeapon = false;
private _indexCurrentItems = -1;
// Add the items the player has to currentItems
{
switch (_forEachIndex) do {
// Primary weapon, Secondary weapon, Handgun weapon, Binoculars
case IDX_LOADOUT_PRIMARY_WEAPON;
case IDX_LOADOUT_SECONDARY_WEAPON;
case IDX_LOADOUT_HANDGUN_WEAPON;
case IDX_LOADOUT_BINO: {
_x params [["_weapon", ""], ["_muzzle", ""], ["_flashlight", ""], ["_optics", ""], ["_primaryMagazine", []], ["_secondaryMagazine", []], ["_bipod", ""]];
// Find baseweapon of weapon
if (_weapon != "") then {
_weapon = _weapon call FUNC(baseWeapon);
};
_isWeapon = _forEachIndex != IDX_LOADOUT_BINO;
// If bino, add it in a different place than regular weapons
GVAR(currentItems) set [[IDX_CURR_BINO, _forEachIndex] select _isWeapon, _weapon];
_indexCurrentItems = [IDX_CURR_BINO_ITEMS, IDX_CURR_PRIMARY_WEAPON_ITEMS + _forEachIndex] select _isWeapon;
// Add weapon attachments
{
(GVAR(currentItems) select _indexCurrentItems) set [[2, 1, 0, 3] select _forEachIndex, if (_x != "") then {_x call FUNC(baseWeapon)} else {_x}];
} forEach [_optics, _flashlight, _muzzle, _bipod];
// Add magazines
{
// Magazines are at index 4 & 5 in array -> That's why +4
(GVAR(currentItems) select _indexCurrentItems) set [_forEachIndex + 4, _x param [0, ""]];
} forEach [_primaryMagazine, _secondaryMagazine];
};
// Uniform
case IDX_LOADOUT_UNIFORM: {
GVAR(currentItems) set [IDX_CURR_UNIFORM, _x param [0, ""]];
GVAR(currentItems) set [IDX_CURR_UNIFORM_ITEMS, _x param [1, []]];
};
// Vest
case IDX_LOADOUT_VEST: {
GVAR(currentItems) set [IDX_CURR_VEST, _x param [0, ""]];
GVAR(currentItems) set [IDX_CURR_VEST_ITEMS, _x param [1, []]];
};
// Backpack
case IDX_LOADOUT_BACKPACK: {
_x params [["_backpack", ""], ["_items", []]];
if (_backpack != "") then {
_backpack = [_backpack, "CfgVehicles"] call CBA_fnc_getNonPresetClass;
};
GVAR(currentItems) set [IDX_CURR_BACKPACK, _backpack];
GVAR(currentItems) set [IDX_CURR_BACKPACK_ITEMS, _items];
Arsenal - Add/Fix/Improve/Change numerous aspects (#9040) * Arsenal update * Fixes * Update fnc_onSelChangedLeft.sqf * Update fnc_updateUniqueItemsList.sqf * Header fixes * Fix for defines.hpp Co-authored-by: Dystopian <sddex@ya.ru> * Moved fnc_baseWeapon, filtered invalid items * Update addons/arsenal/functions/fnc_scanConfig.sqf Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Fixes and tweaks - Sorting is guaranteed to give a fixed order - Dog tags no longer throw errors when reloading the ACE arsenal mission when you had some saved in your loadout before quitting the last time you played. * Cleanup, bug fixes and additions - Added the ability to add items from "CfgMagazines" into the "Misc. items" or custom tabs. - Added "baseWeapon" class support for weapon attachments. If a weapon attachment has the config property "baseWeapon" defined, it will take that item and show that in the arsenal. - Added stronger filtering on item scopes (scope > 0 at least for every item) - Added "descending" (default, as it is now) and "ascending" sort order as a drop down menu, - Unique backpacks in containers can now be removed with either the "-" or "clear all items" button. - When sorting by a number, 2 decimal points have been added, so that when you sort by weight it returns the correct order. * More fixes and tweaks - Converted the arsenal to partially work with hashmaps instead of arrays (for configItems and virtualItems, currentItems is still an array). - Because of the above, performance of FUNC(addVirtualItems) and FUNC(removeVirtualItems) has improved immensely. - Sorting now caches results, reducing repeated sorting times drastically. - CBA disposable launchers are handled differently now: Within the arsenal, you can change weapon attachments on disposable launchers, but you can't change their magazines (primary or secondary). Item info on the right and the stats show correct information. - FUNC(addSort) now checks if the new sorting method already exists and doesn't add it if it does. - FUNC(removeSort) now exists. You can't remove the default sort type (alphabetically) to avoid problems with the arsenal. - Both FUNC(addStat) and FUNC(compileStats) actually taken priority into account now. Because of that priority on several stats needed to be tweaked. - FUNC(removeStat) ensures that there are no gaps within the stat array (so if there is an empty spot in the stats page, it's because there is a stat, but the condition for it being shown hasn't been met). * Update fnc_replaceUniqueItemsLoadout.sqf * Update fnc_onSelChangedLeft.sqf * Update fnc_scanConfig.sqf * Update docs/wiki/framework/arsenal-framework.md Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Minor cleanup * Baseweapon filtering * Improvements + better unique items support * Update fnc_fillRightPanel.sqf * Update fnc_onSelChangedLeft.sqf Fixed: Switching between weapons with incompatible primary magazines while a compatible secondary magazine is loaded doesn't equip the new weapon's primary magazine. * Update addons/common/functions/fnc_uniqueUnitItems.sqf Co-authored-by: PabstMirror <pabstmirror@gmail.com> * undefined variable Co-authored-by: PabstMirror <pabstmirror@gmail.com> * fix undefined loadout var * Update fnc_fillLoadoutsList.sqf --------- Co-authored-by: Dystopian <sddex@ya.ru> Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-07-21 18:25:25 +00:00
};
// Helmet
case IDX_LOADOUT_HEADGEAR: {
GVAR(currentItems) set [IDX_CURR_HEADGEAR, _x];
};
// Facewear
case IDX_LOADOUT_GOGGLES: {
GVAR(currentItems) set [IDX_CURR_GOGGLES, _x];
};
// Assigned items: Map, Compass, Watch, GPS / UAV Terminal, Radio, NVGs
case IDX_LOADOUT_ASSIGNEDITEMS: {
{
// Order of storing currentItems is different than what getUnitLoadout returns, so do some math
GVAR(currentItems) set [IDX_CURR_NVG + ([2, 6, 4, 3, 5, 0] select _forEachIndex), _x];
} forEach _x;
};
};
} forEach (getUnitLoadout GVAR(center)); // Only need items, not extended loadout