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Make self interact_menu finally work on the map screen!!
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@ -1,10 +1,19 @@
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//XEH_clientInit.sqf
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#include "script_component.hpp"
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_fnc = {
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_this call FUNC(render);
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// Install the render EH on the main display
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addMissionEventHandler ["Draw3D", DFUNC(render)];
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// This spawn is probably worth keeping, as pfh don't work natively on the briefing screen and IDK how reliable the hack we implemented for them is.
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// The thread dies as soon as the mission start, so it's not really compiting for scheduler space.
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[] spawn {
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// Wait until the map display is detected
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waitUntil {(!isNull findDisplay 12)};
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// Install the render EH on the map screen
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((findDisplay 12) displayCtrl 51) ctrlAddEventHandler ["Draw", DFUNC(render)];
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};
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addMissionEventHandler ["Draw3D", _fnc];
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["ACE3", QGVAR(InteractKey), "Interact Key",
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{_this call FUNC(keyDown)},
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@ -86,7 +86,10 @@ _actions = [
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"ACE_SelfActions",
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"Self Actions",
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"\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa",
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{},
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{
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// Dummy statement so it's not collapsed when there's no available actions
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true
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},
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{[ACE_player, objNull, ["isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering"]] call EFUNC(common,canInteractWith)},
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{},
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[],
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@ -51,7 +51,7 @@ if (GVAR(keyDown) &&
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_sPos = if (count _pos != 2) then {
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worldToScreen _pos
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} else {
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pos
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_pos
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};
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if(count _sPos == 0) exitWith {false};
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@ -27,7 +27,7 @@ _icon = _this select 6;
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//systemChat format ["Icon %1 - %2,%3,%4", _text, _pos select 0, _pos select 1, _pos select 2];
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if(GVAR(iconCount) > (count GVAR(iconCtrls))-1) then {
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_displayNum = [46,91919] select (uiNamespace getVariable [QGVAR(cursorMenuOpened),false]);
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_displayNum = [[46, 12] select visibleMap,91919] select (uiNamespace getVariable [QGVAR(cursorMenuOpened),false]);
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GVAR(iconCtrls) pushBack ((findDisplay _displayNum) ctrlCreate ["RscStructuredText", 54021+GVAR(iconCount)]);
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};
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_ctrl = GVAR(iconCtrls) select GVAR(iconCount);
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