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Make the auto-expanding of SelfActions and ZeusActions work at all animation speeds, but keep the animation in all cases.
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@ -77,21 +77,31 @@ if (GVAR(useCursorMenu)) then {
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GVAR(selfMenuOffset) = (AGLtoASL (positionCameraToWorld [0, 0, 2])) vectorDiff (AGLtoASL (positionCameraToWorld [0, 0, 0]));
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if (GVAR(menuAnimationSpeed) > 0) then {
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//Auto expand the first level when self, mounted vehicle or zeus (skips the first animation as there is only one choice)
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if (GVAR(openedMenuType) == 0) then {
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if (isNull curatorCamera) then {
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if (vehicle ACE_player != ACE_player) then {
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GVAR(menuDepthPath) = [["ACE_SelfActions", (vehicle ACE_player)]];
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};
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} else {
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GVAR(menuDepthPath) = [["ACE_ZeusActions", (getAssignedCuratorLogic player)]];
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//Auto expand the first level when self, mounted vehicle or zeus (skips the first animation as there is only one choice)
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if (GVAR(openedMenuType) == 0) then {
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if (isNull curatorCamera) then {
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if (vehicle ACE_player != ACE_player) then {
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GVAR(menuDepthPath) = [["ACE_SelfActions", (vehicle ACE_player)]];
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GVAR(expanded) = true;
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GVAR(expandedTime) = ACE_diagTime;
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GVAR(lastPath) = +GVAR(menuDepthPath);
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GVAR(startHoverTime) = -1000;
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};
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} else {
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GVAR(menuDepthPath) = [["ACE_SelfActions", ACE_player]];
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GVAR(menuDepthPath) = [["ACE_ZeusActions", (getAssignedCuratorLogic player)]];
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GVAR(expanded) = true;
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GVAR(expandedTime) = ACE_diagTime;
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GVAR(lastPath) = +GVAR(menuDepthPath);
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GVAR(startHoverTime) = -1000;
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};
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};
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} else {
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GVAR(menuDepthPath) = [["ACE_SelfActions", ACE_player]];
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GVAR(expanded) = true;
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GVAR(expandedTime) = ACE_diagTime;
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GVAR(lastPath) = +GVAR(menuDepthPath);
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GVAR(startHoverTime) = -1000;
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};
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["interactMenuOpened", [_menuType]] call EFUNC(common,localEvent);
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true
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