From 4fea9669bbe27c8c3c03a3b736d373829dec4885 Mon Sep 17 00:00:00 2001 From: Grim <69561145+LinkIsGrim@users.noreply.github.com> Date: Sat, 29 Jul 2023 00:44:14 +0300 Subject: [PATCH] UI - Fix UAVs not being considered vehicles for HUD elements (#9288) * consider UAVs as vehicles for UI display * fix condition * readd reload ui condition * improved UAV check * use getConnectedUAVUnit Co-authored-by: PabstMirror --------- Co-authored-by: PabstMirror --- addons/reload/ACE_UI.hpp | 2 +- addons/ui/functions/fnc_setAdvancedElement.sqf | 12 ++++++------ 2 files changed, 7 insertions(+), 7 deletions(-) diff --git a/addons/reload/ACE_UI.hpp b/addons/reload/ACE_UI.hpp index cfc2a26f9c..6dae3e5147 100644 --- a/addons/reload/ACE_UI.hpp +++ b/addons/reload/ACE_UI.hpp @@ -1,7 +1,7 @@ class ACE_UI { class ammoCount { class conditions { - ADDON = "cameraOn == (getConnectedUAV ACE_player)"; + ADDON = "false"; }; }; }; diff --git a/addons/ui/functions/fnc_setAdvancedElement.sqf b/addons/ui/functions/fnc_setAdvancedElement.sqf index 96453f1cfb..179355343f 100644 --- a/addons/ui/functions/fnc_setAdvancedElement.sqf +++ b/addons/ui/functions/fnc_setAdvancedElement.sqf @@ -33,9 +33,10 @@ _cachedElement params ["_idd", "_elements", "_location", "_conditions"]; // Exit if main vehicle type condition not fitting private _canUseWeaponOrInCargo = ACE_player call CBA_fnc_canUseWeapon || {-1 < vehicle ACE_player getCargoIndex ACE_player}; +private _inUAVCamera = !isNull getConnectedUAVUnit player; // explictly using player if ( - (_canUseWeaponOrInCargo && {_location == VEHICLE_ONLY}) - || {!_canUseWeaponOrInCargo && {_location == GROUND_ONLY}} + (_canUseWeaponOrInCargo && {!_inUAVCamera} && {_location == VEHICLE_ONLY}) + || {(!_canUseWeaponOrInCargo || {_inUAVCamera}) && {_location == GROUND_ONLY}} ) exitWith { TRACE_3("skip location",_this,_canUseWeaponOrInCargo,_location); false @@ -51,7 +52,7 @@ if ( }; _show = false; }; -} count _conditions; +} forEach _conditions; // Get setting from scripted API if (!_force) then { @@ -85,8 +86,7 @@ private _success = false; _control ctrlSetFade _fade; _control ctrlCommit 0; - } count _displays; - nil -} count _elements; + } forEach _displays; +} forEach _elements; _success