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Refactor the interact_menu so options for multiple objects can coexist inside a single action point
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@ -69,4 +69,4 @@ if ((count _activeChildren) == 0 && ((_origActionData select 3) isEqualTo {})) e
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[]
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};
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[_origActionData, _activeChildren]
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[_origActionData, _activeChildren, _object]
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@ -142,8 +142,8 @@ if(GVAR(keyDown) || GVAR(keyDownSelfAction)) then {
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drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,0,0,.75], _pos, 0.6*SafeZoneW, 0.6*SafeZoneW, GVAR(rotationAngle), "", 0.5, 0.025, "TahomaB"];
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_foundTarget = true;
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GVAR(actionSelected) = true;
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GVAR(selectedTarget) = (_closest select 0) select 0;
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GVAR(selectedAction) = (_closest select 0) select 1;
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GVAR(selectedTarget) = (GVAR(selectedAction)) select 2;
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GVAR(selectedStatement) = ((GVAR(selectedAction)) select 0) select 3;
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_misMatch = false;
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@ -153,7 +153,7 @@ if(GVAR(keyDown) || GVAR(keyDownSelfAction)) then {
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_misMatch = true;
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} else {
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{
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if(_x != (_hoverPath select _forEachIndex)) exitWith {
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if !(_x isEqualTo (_hoverPath select _forEachIndex)) exitWith {
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_misMatch = true;
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};
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} forEach GVAR(lastPath);
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@ -66,12 +66,11 @@ _activeActionTree = [
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_object, _uid, 0.2
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] call EFUNC(common,cachedCall);
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// Check if there's something left for rendering
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if (count _activeActionTree == 0) exitWith {false};
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//EXPLODE_2_PVT(_activeActionTree,_actionData,_actionChildren);
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[_object, _activeActionTree, _pos, [180,360]] call FUNC(renderMenu);
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[[], _activeActionTree, _pos, [180,360]] call FUNC(renderMenu);
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true
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@ -3,7 +3,7 @@
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* Render an interaction menu and it's children recursively
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*
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* Argument:
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* 0: Object <OBJECT>
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* 0: Parent path <ARRAY>
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* 1: Action data <ARRAY>
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* 2: 3D position <ARRAY>
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* 3: Angle range available for rendering <ARRAY>
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@ -15,16 +15,18 @@
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*/
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#include "script_component.hpp"
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private ["_menuInSelectedPath", "_path", "_menuDepth", "_currentRenderDepth", "_x", "_offset", "_newPos", "_forEachIndex"];
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private ["_menuInSelectedPath", "_localPath", "_path", "_menuDepth", "_currentRenderDepth", "_x", "_offset", "_newPos", "_forEachIndex"];
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EXPLODE_4_PVT(_this,_object,_action,_pos,_angles);
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EXPLODE_2_PVT(_action,_actionData,_activeChildren);
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EXPLODE_4_PVT(_this,_parentPath,_action,_pos,_angles);
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EXPLODE_3_PVT(_action,_actionData,_activeChildren,_actionObject);
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EXPLODE_2_PVT(_angles,_centerAngle,_maxAngleSpan);
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_menuDepth = (count GVAR(menuDepthPath)) - 1;
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// Store path to action
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_path = [_object] + (_actionData select 7);
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_localPath = _actionData select 7;
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_path = +_parentPath;
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_path pushBack [_localPath select ((count _localPath) - 1), _actionObject];
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// Check if the menu is on the selected path
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_menuInSelectedPath = true;
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@ -32,7 +34,7 @@ _menuInSelectedPath = true;
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if (_forEachIndex >= (count GVAR(menuDepthPath))) exitWith {
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_menuInSelectedPath = false;
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};
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if (_x != (GVAR(menuDepthPath) select _forEachIndex)) exitWith {
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if !(_x isEqualTo (GVAR(menuDepthPath) select _forEachIndex)) exitWith {
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_menuInSelectedPath = false;
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};
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} forEach _path;
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@ -63,7 +65,7 @@ if (_angleSpan >= 305) then {
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_angle = _centerAngle - _angleSpan / 2;
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{
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_target = _object;
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_target = _actionObject;
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_player = ACE_player;
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_mod = (0.15 max (0.15 * ((positionCameraToWorld [0, 0, 0]) distance _pos))) / GVAR(selfMenuScale);
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@ -74,7 +76,7 @@ _angle = _centerAngle - _angleSpan / 2;
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//drawLine3D [_pos, _newPos, [1,0,0,0.5]];
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[_object, _x, _newPos, [_angle, 140]] call FUNC(renderMenu);
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[_path, _x, _newPos, [_angle, 140]] call FUNC(renderMenu);
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if (_angleSpan == 360) then {
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_angle = _angle + _angleSpan / (count _activeChildren);
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