mirror of
https://github.com/acemod/ACE3.git
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Merge pull request #3010 from acemod/cargoboxfilters
Add more filters to ammo boxes
This commit is contained in:
commit
74f78c2dd1
12
addons/inventory/CfgEventHandlers.hpp
Normal file
12
addons/inventory/CfgEventHandlers.hpp
Normal file
@ -0,0 +1,12 @@
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class Extended_PreInit_EventHandlers {
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class ADDON {
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init = QUOTE(call COMPILE_FILE(XEH_preInit));
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};
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};
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class Extended_PostInit_EventHandlers {
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class ADDON {
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init = QUOTE(call COMPILE_FILE(XEH_postInit));
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};
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};
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50
addons/inventory/XEH_postInit.sqf
Normal file
50
addons/inventory/XEH_postInit.sqf
Normal file
@ -0,0 +1,50 @@
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#include "script_component.hpp"
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if (!hasInterface) exitWith {};
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GVAR(customFilters) = [];
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GVAR(selectedFilterIndex) = -1;
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["inventoryDisplayLoaded", {_this call FUNC(inventoryDisplayLoaded)}] call EFUNC(common,addEventHandler);
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// add custom filters
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// generate list of grenades
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GVAR(Grenades_ItemList) = [];
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{
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GVAR(Grenades_ItemList) append getArray (configFile >> "CfgWeapons" >> "Throw" >> _x >> "magazines");
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false
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} count getArray (configFile >> "CfgWeapons" >> "Throw" >> "muzzles");
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// make list case insensitive
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GVAR(Grenades_ItemList) = [GVAR(Grenades_ItemList), {toLower _this}] call EFUNC(common,map);
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// filter duplicates
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GVAR(Grenades_ItemList) = GVAR(Grenades_ItemList) arrayIntersect GVAR(Grenades_ItemList);
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[localize LSTRING(Grenades), QFUNC(filterGrenades)] call FUNC(addCustomFilter);
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[localize LSTRING(Backpacks), QFUNC(filterBackpacks)] call FUNC(addCustomFilter);
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[localize LSTRING(Uniforms), QFUNC(filterUniforms)] call FUNC(addCustomFilter);
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[localize LSTRING(Vests), QFUNC(filterVests)] call FUNC(addCustomFilter);
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[localize LSTRING(Headgear), QFUNC(filterHeadgear)] call FUNC(addCustomFilter);
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// generate list of medical items
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GVAR(Medical_ItemList) = [];
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{
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GVAR(Medical_ItemList) append getArray (_x >> "items");
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false
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} count (
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("true" configClasses (configFile >> QEGVAR(Medical,Actions) >> "Basic")) +
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("true" configClasses (configFile >> QEGVAR(Medical,Actions) >> "Advanced"))
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);
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// make list case insensitive
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GVAR(Medical_ItemList) = [GVAR(Medical_ItemList), {if (_this isEqualType "") then {toLower _this}}] call EFUNC(common,map);
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// filter duplicates
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GVAR(Medical_ItemList) = GVAR(Medical_ItemList) arrayIntersect GVAR(Medical_ItemList);
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[localize LSTRING(Medical), QFUNC(filterMedical)] call FUNC(addCustomFilter);
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64
addons/inventory/XEH_preInit.sqf
Normal file
64
addons/inventory/XEH_preInit.sqf
Normal file
@ -0,0 +1,64 @@
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#include "script_component.hpp"
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ADDON = false;
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PREP(addCustomFilter);
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PREP(currentItemListBox);
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PREP(forceItemListUpdate);
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PREP(inventoryDisplayLoaded);
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PREP(onLBSelChanged);
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// cache config
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// items in the inventory display can only be distinguished by their lb names and pictures
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// this can cause collisions (mainly weapons with attachments),
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// but if the item has the same name and picture it at least shouldn't change the filter anyway
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// luckily we don't need private items, so dummy and parent classes are out of the picture
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if !(uiNamespace getVariable [QGVAR(configCached), false]) then {
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private _fnc_addToCache = {
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private _displayName = getText (_this >> "displayName");
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private _picture = getText (_this >> "picture");
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// list box seems to delete the leading backslash
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if (_picture select [0,1] == "\") then {
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_picture = _picture select [1];
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};
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uiNamespace setVariable [format [QGVAR(ItemKey:%1:%2), _displayName, _picture], _this];
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};
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// weapons and items
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{
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if (getNumber (_x >> "scope") > 0) then {_x call _fnc_addToCache};
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false
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} count (
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("true" configClasses (configFile >> "CfgWeapons")) +
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("true" configClasses (configFile >> "CfgGlasses"))
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);
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// magazines
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{
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if (getNumber (_x >> "scope") == 2) then {_x call _fnc_addToCache};
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false
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} count ("true" configClasses (configFile >> "CfgMagazines"));
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// backpacks
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{
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if (getNumber (_x >> "scope") > 0 && {getNumber (_x >> "isBackpack") == 1}) then {_x call _fnc_addToCache};
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false
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} count ("true" configClasses (configFile >> "CfgVehicles"));
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uiNamespace setVariable [QGVAR(configCached), true];
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};
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PREP(filterWeapons);
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PREP(filterMagazines);
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PREP(filterItems);
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PREP(filterHeadgear);
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PREP(filterUniforms);
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PREP(filterVests);
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PREP(filterBackpacks);
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PREP(filterGrenades);
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PREP(filterMedical);
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ADDON = true;
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@ -6,11 +6,13 @@ class CfgPatches {
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weapons[] = {};
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requiredVersion = REQUIRED_VERSION;
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requiredAddons[] = {"ace_common"};
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author[] = {"Pabst Mirror"};
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author[] = {"Pabst Mirror, commy2"};
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authorUrl = "https://github.com/PabstMirror/";
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VERSION_CONFIG;
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};
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};
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#include "CfgEventHandlers.hpp"
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#include "RscDisplayInventory.hpp"
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#include "ACE_Settings.hpp"
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19
addons/inventory/functions/fnc_addCustomFilter.sqf
Normal file
19
addons/inventory/functions/fnc_addCustomFilter.sqf
Normal file
@ -0,0 +1,19 @@
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/*
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* Author: commy2
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* Adds a custom filter list to the inventory display.
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* Functions are here as strings, because list boxes can only store numbers and strings.
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*
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* Arguments:
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* 0: Localized filter display name <STRING>
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* 1: Filter function name <STRING>
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*
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* Return Value:
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* None
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params [["_filterName", "ERROR: No Name", [""]], ["_fncName", "", [""]]];
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GVAR(customFilters) pushBack [_filterName, _fncName];
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30
addons/inventory/functions/fnc_currentItemListBox.sqf
Normal file
30
addons/inventory/functions/fnc_currentItemListBox.sqf
Normal file
@ -0,0 +1,30 @@
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/*
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* Author: commy2
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* Returns the current item list box of given inventory display.
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* These can be Ground, Soldier, Uniform, Backpack or Vest.
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* Can also be Weapon since 1.52, but that apparently uses one of the above.
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*
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* Arguments:
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* 0: Inventory display <DISPLAY>
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*
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* Return Value:
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* Currently selected item list box <CONTROL>
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_display"];
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scopeName "main";
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{
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private _control = _display displayCtrl _x;
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if (ctrlShown _control) then {
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_control breakOut "main";
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};
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false
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} count [IDC_ITEMLIST_GROUND, IDC_ITEMLIST_SOLDIER, IDC_ITEMLIST_UNIFORM, IDC_ITEMLIST_VEST, IDC_ITEMLIST_BACKPACK];
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-1
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17
addons/inventory/functions/fnc_filterBackpacks.sqf
Normal file
17
addons/inventory/functions/fnc_filterBackpacks.sqf
Normal file
@ -0,0 +1,17 @@
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/*
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* Author: commy2
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* Filter condition for the Backpacks filter list
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*
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* Arguments:
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* 0: Item config entry <CONFIG>
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*
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* Return Value:
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* Item should appear in this list? <BOOL>
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_config"];
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getNumber (_config >> "isBackpack") == 1
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17
addons/inventory/functions/fnc_filterGrenades.sqf
Normal file
17
addons/inventory/functions/fnc_filterGrenades.sqf
Normal file
@ -0,0 +1,17 @@
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/*
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* Author: commy2
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* Filter condition for the Grenades filter list
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*
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* Arguments:
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* 0: Item config entry <CONFIG>
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*
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* Return Value:
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* Item should appear in this list? <BOOL>
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_config"];
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toLower configName _config in GVAR(Grenades_ItemList)
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17
addons/inventory/functions/fnc_filterHeadgear.sqf
Normal file
17
addons/inventory/functions/fnc_filterHeadgear.sqf
Normal file
@ -0,0 +1,17 @@
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/*
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* Author: commy2
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* Filter condition for the Headgear filter list
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*
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* Arguments:
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* 0: Item config entry <CONFIG>
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*
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* Return Value:
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* Item should appear in this list? <BOOL>
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_config"];
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getNumber (_config >> "ItemInfo" >> "type") in [TYPE_HEADGEAR, TYPE_HMD] || {isClass (configFile >> "CfgGlasses" >> configName _config)}
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17
addons/inventory/functions/fnc_filterItems.sqf
Normal file
17
addons/inventory/functions/fnc_filterItems.sqf
Normal file
@ -0,0 +1,17 @@
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/*
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* Author: commy2
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* Remove uniforms, vests and backpacks from Items filter.
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*
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* Arguments:
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* 0: Item config entry <CONFIG>
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*
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* Return Value:
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* Item should appear in this list? <BOOL>
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_config"];
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!(getNumber (_config >> "ItemInfo" >> "type") in [TYPE_UNIFORM, TYPE_VESTS, TYPE_HEADGEAR]) && {!(_this call FUNC(filterBackpacks))}
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15
addons/inventory/functions/fnc_filterMagazines.sqf
Normal file
15
addons/inventory/functions/fnc_filterMagazines.sqf
Normal file
@ -0,0 +1,15 @@
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/*
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* Author: commy2
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* Remove backpacks and grenades from Magazines filter.
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*
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* Arguments:
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* 0: Item config entry <CONFIG>
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*
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* Return Value:
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* Item should appear in this list? <BOOL>
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*
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* Public: No
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*/
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#include "script_component.hpp"
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!(_this call FUNC(filterBackpacks)) && {!(_this call FUNC(filterGrenades))}
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17
addons/inventory/functions/fnc_filterMedical.sqf
Normal file
17
addons/inventory/functions/fnc_filterMedical.sqf
Normal file
@ -0,0 +1,17 @@
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/*
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* Author: commy2
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* Filter condition for the Medical filter list
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*
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* Arguments:
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* 0: Item config entry <CONFIG>
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*
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* Return Value:
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* Item should appear in this list? <BOOL>
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_config"];
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toLower configName _config in GVAR(Medical_ItemList)
|
17
addons/inventory/functions/fnc_filterUniforms.sqf
Normal file
17
addons/inventory/functions/fnc_filterUniforms.sqf
Normal file
@ -0,0 +1,17 @@
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/*
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* Author: commy2
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* Filter condition for the Uniforms filter list
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*
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* Arguments:
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* 0: Item config entry <CONFIG>
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*
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* Return Value:
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* Item should appear in this list? <BOOL>
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_config"];
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getNumber (_config >> "ItemInfo" >> "type") == TYPE_UNIFORM
|
17
addons/inventory/functions/fnc_filterVests.sqf
Normal file
17
addons/inventory/functions/fnc_filterVests.sqf
Normal file
@ -0,0 +1,17 @@
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/*
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* Author: commy2
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* Filter condition for the Vests filter list
|
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*
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* Arguments:
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* 0: Item config entry <CONFIG>
|
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*
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* Return Value:
|
||||
* Item should appear in this list? <BOOL>
|
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*
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* Public: No
|
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*/
|
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#include "script_component.hpp"
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params ["_config"];
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getNumber (_config >> "ItemInfo" >> "type") == TYPE_VEST
|
15
addons/inventory/functions/fnc_filterWeapons.sqf
Normal file
15
addons/inventory/functions/fnc_filterWeapons.sqf
Normal file
@ -0,0 +1,15 @@
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/*
|
||||
* Author: commy2
|
||||
* Remove backpacks from Weapons filter.
|
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*
|
||||
* Arguments:
|
||||
* 0: Item config entry <CONFIG>
|
||||
*
|
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* Return Value:
|
||||
* Item should appear in this list? <BOOL>
|
||||
*
|
||||
* Public: No
|
||||
*/
|
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#include "script_component.hpp"
|
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|
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!(_this call FUNC(filterBackpacks))
|
40
addons/inventory/functions/fnc_forceItemListUpdate.sqf
Normal file
40
addons/inventory/functions/fnc_forceItemListUpdate.sqf
Normal file
@ -0,0 +1,40 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
* Updates item list and removes every entry that does not fit in the currently selected filter list.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Inventory display <DISPLAY>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
disableSerialization;
|
||||
params ["_display"];
|
||||
|
||||
private _index = GVAR(selectedFilterIndex);
|
||||
private _itemList = _display call FUNC(currentItemListBox);
|
||||
private _filterFunction = missionNamespace getVariable ((_display displayCtrl IDC_FILTERLISTS) lbData _index);
|
||||
|
||||
if (_filterFunction isEqualType {}) then {
|
||||
private _i = 0;
|
||||
|
||||
while {_i < lbSize _itemList} do {
|
||||
private _config = uiNamespace getVariable [
|
||||
format [QGVAR(ItemKey:%1:%2), _itemList lbText _i, _itemList lbPicture _i],
|
||||
configNull
|
||||
];
|
||||
|
||||
if (!isNull _config && {!(_config call _filterFunction)}) then {
|
||||
_itemList lbDelete _i;
|
||||
|
||||
// in case the filter function returns nil. Otherwise could lock up the game.
|
||||
_i = _i - 1;
|
||||
};
|
||||
|
||||
_i = _i + 1;
|
||||
};
|
||||
};
|
77
addons/inventory/functions/fnc_inventoryDisplayLoaded.sqf
Normal file
77
addons/inventory/functions/fnc_inventoryDisplayLoaded.sqf
Normal file
@ -0,0 +1,77 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
* Executed every time an inventory display is opened.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Inventory display <DISPLAY>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
disableSerialization;
|
||||
params ["_display"];
|
||||
|
||||
private _filter = _display displayCtrl IDC_FILTERLISTS;
|
||||
|
||||
// engine defined behaviour is the following:
|
||||
// lb value, data and text don't matter, only the index.
|
||||
// the first three indecies are hard coded: 0 - weapons , 1 - magazines, 2 - items
|
||||
// all of them show backpacks, because BI
|
||||
// all other indecies show everything, so all we have to do is delete stuff we dont like
|
||||
_filter ctrlAddEventHandler ["LBSelChanged", {_this call FUNC(onLBSelChanged)}];
|
||||
|
||||
// have to add these a frame later, because this event happens before the engine adds the default filters
|
||||
[{
|
||||
disableSerialization;
|
||||
params ["_filter"];
|
||||
|
||||
// remove "All", so we can push it to the back later.
|
||||
// to keep localization we can keep the lbText (displayed name).
|
||||
private _index = lbSize _filter - 1;
|
||||
private _nameAll = _filter lbText _index;
|
||||
_filter lbDelete _index;
|
||||
|
||||
// add additional filter functions to the default filters. These remove backpacks etc.
|
||||
_filter lbSetData [0, QFUNC(filterWeapons)];
|
||||
_filter lbSetData [1, QFUNC(filterMagazines)];
|
||||
_filter lbSetData [2, QFUNC(filterItems)];
|
||||
|
||||
// add our custom filters
|
||||
{
|
||||
_x params ["_name", "_fncName"];
|
||||
|
||||
_index = _filter lbAdd _name;
|
||||
_filter lbSetData [_index, _fncName];
|
||||
|
||||
false
|
||||
} count GVAR(customFilters);
|
||||
|
||||
// readd "All" filter to last position and select it
|
||||
_index = _filter lbAdd _nameAll;
|
||||
_filter lbSetCurSel _index;
|
||||
}, [_filter]] call EFUNC(common,execNextFrame);
|
||||
|
||||
// monitor changes that can happen and force our update
|
||||
private _dummyControl = _display ctrlCreate ["RscMapControl", -1];
|
||||
|
||||
_dummyControl ctrlSetPosition [0,0,0,0];
|
||||
_dummyControl ctrlCommit 0;
|
||||
|
||||
_dummyControl ctrlAddEventHandler ["Draw", {
|
||||
disableSerialization;
|
||||
params ["_dummyControl"];
|
||||
|
||||
private _display = ctrlParent _dummyControl;
|
||||
|
||||
private _itemList = _display call FUNC(currentItemListBox);
|
||||
|
||||
// monitoring is done by setting a lb value. These are unused here and are reset every time the list box updates.
|
||||
if (_itemList lbValue 0 != DUMMY_VALUE) then {
|
||||
_display call FUNC(forceItemListUpdate);
|
||||
_itemList lbSetValue [0, DUMMY_VALUE];
|
||||
};
|
||||
}];
|
27
addons/inventory/functions/fnc_onLBSelChanged.sqf
Normal file
27
addons/inventory/functions/fnc_onLBSelChanged.sqf
Normal file
@ -0,0 +1,27 @@
|
||||
/*
|
||||
* Author: commy2
|
||||
* Executed when the filter list box is changed.
|
||||
* Sets new filter list index.
|
||||
*
|
||||
* Arguments:
|
||||
* 0: Filter list box <CONTROL>
|
||||
* 1: Filter list index <NUMBER>
|
||||
*
|
||||
* Return Value:
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
disableSerialization;
|
||||
params ["_filter", "_index"];
|
||||
|
||||
GVAR(selectedFilterIndex) = _index;
|
||||
|
||||
[{
|
||||
disableSerialization;
|
||||
params ["_display"];
|
||||
|
||||
[_display] call FUNC(forceItemListUpdate);
|
||||
}, [ctrlParent _filter]] call EFUNC(common,execNextFrame);
|
1
addons/inventory/functions/script_component.hpp
Normal file
1
addons/inventory/functions/script_component.hpp
Normal file
@ -0,0 +1 @@
|
||||
#include "\z\ace\addons\inventory\script_component.hpp"
|
@ -2,11 +2,20 @@
|
||||
#include "\z\ace\addons\main\script_mod.hpp"
|
||||
|
||||
#ifdef DEBUG_ENABLED_INVENTORY
|
||||
#define DEBUG_MODE_FULL
|
||||
#define DEBUG_MODE_FULL
|
||||
#endif
|
||||
|
||||
#ifdef DEBUG_SETTINGS_INVENTORY
|
||||
#define DEBUG_SETTINGS DEBUG_SETTINGS_INVENTORY
|
||||
#define DEBUG_SETTINGS DEBUG_SETTINGS_INVENTORY
|
||||
#endif
|
||||
|
||||
#include "\z\ace\addons\main\script_macros.hpp"
|
||||
|
||||
#define IDC_FILTERLISTS 6554
|
||||
#define IDC_ITEMLIST_GROUND 632
|
||||
#define IDC_ITEMLIST_SOLDIER 640
|
||||
#define IDC_ITEMLIST_UNIFORM 633
|
||||
#define IDC_ITEMLIST_VEST 638
|
||||
#define IDC_ITEMLIST_BACKPACK 619
|
||||
|
||||
#define DUMMY_VALUE 127
|
||||
|
@ -25,5 +25,33 @@
|
||||
<Italian>Normalmente il menù inventario è scalato in base alle dimensioni interfaccia. Questa opzione di permette di ingrandirlo ulteriormente ma senza aumentare la dimensione del testo.</Italian>
|
||||
<Portuguese>Normalmente o tamanho da tela do inventário é ditada pelo tamanho da UI. Isso permite aumentar o tamanho da tela de inventário, mas não aumenta o tamanho da fonte, permitindo que mais linhas sejam visualizadas.</Portuguese>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Inventory_Backpacks">
|
||||
<English>Backpacks</English>
|
||||
<German>Rucksäcke</German>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Inventory_Headgear">
|
||||
<English>Headgear</English>
|
||||
<German>Kopfbedeckungen</German>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Inventory_Glasses">
|
||||
<English>Glasses</English>
|
||||
<German>Brillen</German>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Inventory_Uniforms">
|
||||
<English>Uniforms</English>
|
||||
<German>Uniformen</German>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Inventory_Vests">
|
||||
<English>Vests</English>
|
||||
<German>Westen</German>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Inventory_Grenades">
|
||||
<English>Grenades</English>
|
||||
<German>Granaten</German>
|
||||
</Key>
|
||||
<Key ID="STR_ACE_Inventory_Medical">
|
||||
<English>Medical</English>
|
||||
<German>Sanimaterial</German>
|
||||
</Key>
|
||||
</Package>
|
||||
</Project>
|
||||
|
@ -38,25 +38,48 @@
|
||||
|
||||
|
||||
#define MACRO_ADDWEAPON(WEAPON,COUNT) class _xx_##WEAPON { \
|
||||
weapon = #WEAPON; \
|
||||
count = COUNT; \
|
||||
weapon = #WEAPON; \
|
||||
count = COUNT; \
|
||||
}
|
||||
|
||||
#define MACRO_ADDITEM(ITEM,COUNT) class _xx_##ITEM { \
|
||||
name = #ITEM; \
|
||||
count = COUNT; \
|
||||
name = #ITEM; \
|
||||
count = COUNT; \
|
||||
}
|
||||
|
||||
#define MACRO_ADDMAGAZINE(MAGAZINE,COUNT) class _xx_##MAGAZINE { \
|
||||
magazine = #MAGAZINE; \
|
||||
count = COUNT; \
|
||||
magazine = #MAGAZINE; \
|
||||
count = COUNT; \
|
||||
}
|
||||
|
||||
#define MACRO_ADDBACKPACK(BACKPACK,COUNT) class _xx_##BACKPACK { \
|
||||
backpack = #BACKPACK; \
|
||||
count = COUNT; \
|
||||
backpack = #BACKPACK; \
|
||||
count = COUNT; \
|
||||
}
|
||||
|
||||
// item types
|
||||
#define TYPE_DEFAULT 0
|
||||
#define TYPE_MUZZLE 101
|
||||
#define TYPE_OPTICS 201
|
||||
#define TYPE_FLASHLIGHT 301
|
||||
#define TYPE_BIPOD 302
|
||||
#define TYPE_FIRST_AID_KIT 401
|
||||
#define TYPE_FINS 501 // not implemented
|
||||
#define TYPE_BREATHING_BOMB 601 // not implemented
|
||||
#define TYPE_NVG 602
|
||||
#define TYPE_GOGGLE 603
|
||||
#define TYPE_SCUBA 604 // not implemented
|
||||
#define TYPE_HEADGEAR 605
|
||||
#define TYPE_FACTOR 607
|
||||
#define TYPE_RADIO 611
|
||||
#define TYPE_HMD 616
|
||||
#define TYPE_BINOCULAR 617
|
||||
#define TYPE_MEDIKIT 619
|
||||
#define TYPE_TOOLKIT 620
|
||||
#define TYPE_UAV_TERMINAL 621
|
||||
#define TYPE_VEST 701
|
||||
#define TYPE_UNIFORM 801
|
||||
#define TYPE_BACKPACK 901
|
||||
|
||||
#ifdef DISABLE_COMPILE_CACHE
|
||||
#define PREP(fncName) DFUNC(fncName) = compile preprocessFileLineNumbers QUOTE(PATHTOF(functions\DOUBLES(fnc,fncName).sqf))
|
||||
|
Loading…
Reference in New Issue
Block a user