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Attach - Optimize creating children actions (#6345)
* Optimize attach get children actions * Store CfgMagazines and CfgWeapons config lookups
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@ -5,7 +5,7 @@
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class GVAR(AttachVehicle) { \
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class GVAR(AttachVehicle) { \
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displayName = CSTRING(AttachDetach); \
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displayName = CSTRING(AttachDetach); \
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condition = QUOTE(_this call FUNC(canAttach)); \
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condition = QUOTE(_this call FUNC(canAttach)); \
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insertChildren = QUOTE(_this call FUNC(getChildrenAttachActions)); \
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insertChildren = QUOTE(_this call FUNC(getChildrenActions)); \
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exceptions[] = {"isNotSwimming"}; \
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exceptions[] = {"isNotSwimming"}; \
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showDisabled = 0; \
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showDisabled = 0; \
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icon = QPATHTOF(UI\attach_ca.paa); \
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icon = QPATHTOF(UI\attach_ca.paa); \
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@ -52,7 +52,7 @@ class CfgVehicles {
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class GVAR(Attach) {
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class GVAR(Attach) {
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displayName = CSTRING(AttachDetach);
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displayName = CSTRING(AttachDetach);
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condition = QUOTE(_this call FUNC(canAttach));
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condition = QUOTE(_this call FUNC(canAttach));
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insertChildren = QUOTE(_this call FUNC(getChildrenAttachActions));
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insertChildren = QUOTE(_this call FUNC(getChildrenActions));
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exceptions[] = {"isNotDragging", "isNotSwimming"};
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exceptions[] = {"isNotDragging", "isNotSwimming"};
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showDisabled = 0;
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showDisabled = 0;
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icon = QPATHTOF(UI\attach_ca.paa);
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icon = QPATHTOF(UI\attach_ca.paa);
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@ -1,9 +1,8 @@
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PREP(attach);
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PREP(attach);
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PREP(canAttach);
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PREP(canAttach);
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PREP(canDetach);
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PREP(canDetach);
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PREP(detach);
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PREP(detach);
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PREP(getChildrenAttachActions);
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PREP(getChildrenActions);
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PREP(handleGetIn);
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PREP(handleGetIn);
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PREP(handleGetOut);
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PREP(handleGetOut);
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PREP(handleKilled);
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PREP(handleKilled);
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48
addons/attach/functions/fnc_getChildrenActions.sqf
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48
addons/attach/functions/fnc_getChildrenActions.sqf
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@ -0,0 +1,48 @@
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/*
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* Author: Garth de Wet (LH), PabstMirror, mharis001
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* Returns children actions for attachable items.
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*
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* Arguments:
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* 0: Target <OBJECT>
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* 1: Player <OBJECT>
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*
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* Return Value:
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* Actions <ARRAY>
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*
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* Example:
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* [_target, _player] call ace_attach_fnc_getChildrenActions
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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 ["_target", "_player"];
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TRACE_2("params",_target,_player);
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private _cfgMagazines = configFile >> "CfgMagazines";
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private _cfgWeapons = configFile >> "CfgWeapons";
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private _actions = [];
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private _magazines = magazines _player;
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{
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private _config = _cfgMagazines >> _x;
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if (getText (_config >> "ACE_Attachable") != "") then {
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private _displayName = getText (_config >> "displayName");
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private _picture = getText (_config >> "picture");
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private _action = [_x, _displayName, _picture, {[{_this call FUNC(attach)}, _this] call CBA_fnc_execNextFrame}, {true}, {}, _x] call EFUNC(interact_menu,createAction);
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_actions pushBack [_action, [], _target];
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};
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} forEach (_magazines arrayIntersect _magazines);
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{
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private _config = _cfgWeapons >> _x;
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if (getText (_config >> "ACE_Attachable") != "") then {
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private _displayName = getText (_config >> "displayName");
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private _picture = getText (_config >> "picture");
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private _action = [_x, _displayName, _picture, {[{_this call FUNC(attach)}, _this] call CBA_fnc_execNextFrame}, {true}, {}, _x] call EFUNC(interact_menu,createAction);
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_actions pushBack [_action, [], _target];
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};
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} forEach ([_player, false] call CBA_fnc_uniqueUnitItems);
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_actions
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@ -1,52 +0,0 @@
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/*
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* Author: Garth de Wet (LH), PabstMirror
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* Show the ammo counts for a static weapon.
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* Called from "insertChildren" on interact_menu
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*
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* Arguments:
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* 0: Target <OBJECT>
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* 1: Player <OBJECT>
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*
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* Return Value:
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* ChildActiosn<ARRAY>
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*
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* Example:
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* [player, player] call ace_attach_fnc_getChildrenAttachActions
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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 ["_target","_player"];
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TRACE_2("params",_target,_player);
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private _listed = [];
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private _actions = [];
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{
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if !(_x in _listed) then {
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_listed pushBack _x;
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private _item = ConfigFile >> "CfgMagazines" >> _x;
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if (getText (_item >> "ACE_Attachable") != "") then {
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private _displayName = getText(_item >> "displayName");
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private _picture = getText(_item >> "picture");
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private _action = [_x, _displayName, _picture, {[{_this call FUNC(attach)}, _this] call CBA_fnc_execNextFrame}, {true}, {}, [_x]] call EFUNC(interact_menu,createAction);
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_actions pushBack [_action, [], _target];
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};
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};
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} forEach (magazines _player);
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{
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if !(_x in _listed) then {
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_listed pushBack _x;
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private _item = ConfigFile >> "CfgWeapons" >> _x;
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if (getText (_item >> "ACE_Attachable") != "") then {
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private _displayName = getText(_item >> "displayName");
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private _picture = getText(_item >> "picture");
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private _action = [_x, _displayName, _picture, {[{_this call FUNC(attach)}, _this] call CBA_fnc_execNextFrame}, {true}, {}, [_x]] call EFUNC(interact_menu,createAction);
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_actions pushBack [_action, [], _target];
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};
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};
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} forEach (items _player);
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_actions
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