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https://github.com/acemod/ACE3.git
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Removed the renderDepth variables
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08b15315bf
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@ -29,8 +29,6 @@ GVAR(actionSelected) = false;
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GVAR(selectedTarget) = objNull;
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GVAR(menuDepthPath) = [];
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GVAR(renderDepth) = 0;
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GVAR(lastRenderDepth) = 0;
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GVAR(vecLineMap) = [];
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GVAR(lastPos) = [0,0,0];
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@ -40,7 +38,6 @@ GVAR(lastPath) = [];
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GVAR(expanded) = false;
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GVAR(maxRenderDepth) = 0;
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GVAR(startHoverTime) = diag_tickTime;
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GVAR(iconCtrls) = [];
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GVAR(iconCount) = 0;
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@ -39,7 +39,6 @@ if (GVAR(keyDown)) then {
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_active = [_target, ACE_player] call (_actionItem select 4);
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if (_active) then {
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GVAR(renderDepth) = 0;
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[_target, _actionItem, 0, [180, 360]] call FUNC(renderMenu);
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};
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};
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@ -52,7 +51,6 @@ if (GVAR(keyDown)) then {
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_active = [_target, ACE_player] call (_actionItem select 4);
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if (_active) then {
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GVAR(renderDepth) = 0;
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[_target, _actionItem, 0, [180, 360]] call FUNC(renderMenu);
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};
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} forEach _classActions;
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@ -80,7 +78,6 @@ if (GVAR(keyDown)) then {
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_active = [_target, ACE_player] call (_actionItem select 4);
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if (_active) then {
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GVAR(renderDepth) = 0;
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[_target, _actionItem, 0, [180, 360]] call FUNC(renderMenu);
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};
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};
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@ -94,7 +91,6 @@ if (GVAR(keyDown)) then {
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_active = [_target, ACE_player] call (_actionItem select 4);
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if (_active) then {
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GVAR(renderDepth) = 0;
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_pos = (ACE_player modelToWorld (ACE_player selectionPosition "spine3")) vectorAdd GVAR(selfMenuOffset) vectorAdd [0,0,0.25];
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[ACE_player, _actionItem, 0, [180, 360], _pos] call FUNC(renderMenu);
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};
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@ -64,15 +64,13 @@ _menuInSelectedPath = true;
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// ARGB Color (First Hex Pair is transparancy)
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_color = "#FFFFFFFF";
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if(_menuDepth > 0 && !_menuInSelectedPath) then {
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_color = format ["#%1FFFFFF", [255 * (((GVAR(renderDepth)/_menuDepth)) max 0.25)] call EFUNC(common,toHex)];
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_color = format ["#%1FFFFFF", [255 * ((((count _path) - 2)/_menuDepth) max 0.25)] call EFUNC(common,toHex)];
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};
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[_actionData select 0, _color, _pos, 1, 1, 0, _actionData select 1, 0.5, 0.025, "TahomaB"] call FUNC(renderIcon);
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// Add the action to current options
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GVAR(currentOptions) pushBack [_this, _pos, _path];
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_currentRenderDepth = GVAR(renderDepth);
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// Exit without rendering children if it isn't
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if !(_menuInSelectedPath) exitWith {};
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@ -133,9 +131,7 @@ _angle = _centerAngle - _angleSpan / 2;
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// drawLine3D [_pos, _newPos, [1,0,0,0.5]];
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GVAR(renderDepth) = _currentRenderDepth + 1;
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[_object, _x, _forEachIndex, [_angle, 140], _newPos] call FUNC(renderMenu);
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GVAR(renderDepth) = _currentRenderDepth;
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if (_angleSpan == 360) then {
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_angle = _angle + _angleSpan / (count _activeChildren);
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