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UI - Fix selective UI in cargo (#6585)
* UI - Fix selective UI in cargo * Add FFV not in cargo check
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@ -6,7 +6,7 @@
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* Arguments:
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* 0: Element Name <STRING>
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* 1: Show/Hide Element <BOOL>
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* 2: Show Hint <BOOL>
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* 2: Show Hint <BOOL> (default: false)
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* 3: Force change even when disallowed <BOOL> (default: false)
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*
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* Return Value:
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@ -18,12 +18,13 @@
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* Public: No
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*/
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params ["_element", "_show", ["_showHint", false, [true]], ["_force", false, [true]] ];
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params ["_element", "_show", ["_showHint", false, [true]], ["_force", false, [true]]];
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private _cachedElement = GVAR(configCache) getVariable _element;
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if (isNil "_cachedElement") exitWith {};
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if (isNil "_cachedElement") exitWith {TRACE_1("nil element",_this)};
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if (!_force && {!GVAR(allowSelectiveUI)}) exitWith {
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TRACE_1("not allowed",_this);
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[LSTRING(Disallowed), 2] call EFUNC(common,displayTextStructured);
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false
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};
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@ -31,8 +32,14 @@ if (!_force && {!GVAR(allowSelectiveUI)}) exitWith {
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_cachedElement params ["_idd", "_elements", "_location", "_conditions"];
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// Exit if main vehicle type condition not fitting
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private _canUseWeapon = ACE_player call CBA_fnc_canUseWeapon;
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if ((_canUseWeapon && {_location == 2}) || {!_canUseWeapon && {_location == 1}}) exitWith {false};
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private _canUseWeaponOrInCargo = ACE_player call CBA_fnc_canUseWeapon || {-1 < vehicle ACE_player getCargoIndex ACE_player};
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if (
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(_canUseWeaponOrInCargo && {_location == VEHICLE_ONLY})
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|| {!_canUseWeaponOrInCargo && {_location == GROUND_ONLY}}
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) exitWith {
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TRACE_3("skip location",_this,_canUseWeaponOrInCargo,_location);
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false
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};
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// Get setting from config API
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{
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@ -59,7 +66,7 @@ if (!_force) then {
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};
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};
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_show = [1, 0] select _show;
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private _fade = [1, 0] select _show;
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// Disable/Enable elements
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private _success = false;
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@ -69,9 +76,9 @@ private _success = false;
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// Loop through IGUI displays as they can be present several times for some reason
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{
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if (_idd == ctrlIDD _x) then {
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//TRACE_3("Setting Element Visibility",_show,_idd,_idc);
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TRACE_4("Setting Element Visibility",_element,_fade,_idd,_idc);
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(_x displayCtrl _idc) ctrlSetFade _show;
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(_x displayCtrl _idc) ctrlSetFade _fade;
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(_x displayCtrl _idc) ctrlCommit 0;
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_success = true;
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