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Remove some parts of Old the Cargo UI Interaction
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74d31e3ba7
commit
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@ -9,7 +9,6 @@ PREP_RECOMPILE_END;
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#include "initSettings.inc.sqf"
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GVAR(initializedItemClasses) = [];
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GVAR(initializedVehicleClasses) = [];
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GVAR(cargoHolderTypes) = ["Car", "Air", "Tank", "Ship", "Cargo_base_F", "Land_PaperBox_closed_F"] apply {_x call EFUNC(common,getConfigName)}; // make sure they are config case
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GVAR(disableParadropEffectsClasstypes) = ["Car_F"] apply {_x call EFUNC(common,getConfigName)};
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@ -44,7 +44,6 @@ private _class = "";
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uiNamespace setVariable [QGVAR(vehicleClasses_classEH), compileFinal str _vehicleClasses_addClassEH];
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uiNamespace setVariable [QGVAR(objectClasses_classEH), compileFinal str _objectClasses_addClassEH];
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uiNamespace setVariable [QGVAR(initializedVehicleClasses), compileFinal str _vehicleClasses_addAction];
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uiNamespace setVariable [QGVAR(initializedItemClasses), compileFinal str _itemClasses_addAction];
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TRACE_4("compiled",count _vehicleClasses_addClassEH,count _objectClasses_addClassEH,count _vehicleClasses_addAction,count _itemClasses_addAction);
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@ -85,58 +85,4 @@ if (!_hasInventory) then {
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ACE_Player action ["Gear", objNull];
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}, nil, 5.1, _showWindow, _hideOnUse, _shortcut, "!(lockedInventory _target)"];
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_vehicle setUserActionText [_id, _title, _textDefault];
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};
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// Unnecessary to add actions to a vehicle class that's already got them
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if (_type in GVAR(initializedVehicleClasses)) exitWith {};
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if (_vehicle getVariable [QGVAR(initVehicle),false]) exitWith {};
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// Vehicles given cargo via eden have their actions added to the object
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// So this function may run for multiple of the same class in that case
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if (_hasCargoConfig) then {
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GVAR(initializedVehicleClasses) pushBack _type;
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TRACE_1("Adding unload cargo action to class",_type);
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[_type, 0, ["ACE_MainActions"], GVAR(vehicleAction)] call EFUNC(interact_menu,addActionToClass);
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} else {
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_vehicle setVariable [QGVAR(initVehicle), true];
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TRACE_1("Adding unload cargo action to object",_vehicle);
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[_vehicle, 0, ["ACE_MainActions"], GVAR(vehicleAction)] call EFUNC(interact_menu,addActionToObject);
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};
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// Add the paradrop self interaction for planes and helicopters
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if (_vehicle isKindOf "Air") then {
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private _condition = {
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//IGNORE_PRIVATE_WARNING ["_target", "_player"];
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GVAR(enable) &&
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{[_player, _target, []] call EFUNC(common,canInteractWith)} && {
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private _turretPath = _target unitTurret _player;
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(_player == currentPilot _target) || // Pilot/Co-pilot
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{(getNumber ([_target, _turretPath] call CBA_fnc_getTurret >> "isCopilot")) == 1} || // Co-pilot
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{_turretPath in (getArray (configOf _target >> QGVAR(loadmasterTurrets)))}
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}
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};
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private _statement = {
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//IGNORE_PRIVATE_WARNING ["_target", "_player"];
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GVAR(interactionVehicle) = _target;
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GVAR(interactionParadrop) = true;
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ACE_Player action ["Gear", _target];
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};
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private _text = LLSTRING(openMenu);
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private _icon = "";
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private _action = [QGVAR(openMenu), _text, _icon, _statement, _condition] call EFUNC(interact_menu,createAction);
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// Self action on the vehicle
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if (_hasCargoConfig) then {
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[_type, 1, ["ACE_SelfActions"], _action] call EFUNC(interact_menu,addActionToClass);
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} else {
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[_vehicle, 1, ["ACE_SelfActions"], _action] call EFUNC(interact_menu,addActionToObject);
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};
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};
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};
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