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https://github.com/acemod/ACE3.git
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Merge branch 'master' of https://github.com/KoffeinFlummi/ACE3 into ModuleIcons
This commit is contained in:
commit
cdb6a1f947
@ -258,6 +258,9 @@ if (hasInterface) then {
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}, 0, []] call cba_fnc_addPerFrameHandler;
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};
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// Init toHex
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[0] call FUNC(toHex);
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ADDON = true;
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isHC = !(hasInterface || isDedicated);
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@ -1,47 +1,48 @@
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/*
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Author: commy2
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Author: commy2, CAA-Picard
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Description:
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Converts number to hexadecimal number
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Arguments:
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A number
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A number between 0 and 255 <NUMBER>
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Return Value:
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A hexadecimal number, String
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*/
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#include "script_component.hpp"
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private ["_number", "_minLength", "_sign", "_hex", "_rest"];
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private ["_number"];
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_number = ((round abs (_this select 0)) max 0) min 255;
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_number = _this select 0;
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_minLength = _this select 1;
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if (isNil QGVAR(hexArray)) then {
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private ["_minLength", "_i", "_num", "_hex", "_rest"];
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if (isNil "_minLength") then {_minLength = 1};
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GVAR(hexArray) = [];
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_minLength = 2;
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for [{_i = 0;}, {_i < 256}, {_i = _i + 1}] do {
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_num = _i;
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_hex = ["", "0"] select (_i == 0);
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_sign = ["", "-"] select (_number < 0);
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_number = round abs _number;
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_hex = ["", "0"] select (_number == 0);
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while {_number > 0} do {
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_rest = _number mod 16;
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_rest = switch _rest do {
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case 10 : {"A"};
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case 11 : {"B"};
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case 12 : {"C"};
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case 13 : {"D"};
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case 14 : {"E"};
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case 15 : {"F"};
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default {str _rest};
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};
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_number = floor (_number / 16);
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_hex = _rest + _hex;
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while {_num > 0} do {
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_rest = _num mod 16;
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_rest = switch _rest do {
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case 10 : {"A"};
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case 11 : {"B"};
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case 12 : {"C"};
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case 13 : {"D"};
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case 14 : {"E"};
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case 15 : {"F"};
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default {str _rest};
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};
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_num = floor (_num / 16);
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_hex = _rest + _hex;
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};
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while {count toArray _hex < _minLength} do {
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_hex = "0" + _hex;
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};
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GVAR(hexArray) pushBack _hex;
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};
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};
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while {count toArray _hex < _minLength} do {
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_hex = "0" + _hex;
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};
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_sign + _hex
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(GVAR(hexArray) select _number)
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@ -27,7 +27,6 @@ _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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_sPos = worldToScreen _pos;
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// _sPos = _pos;
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if(count _sPos > 0) then {
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if(GVAR(iconCount) > (count GVAR(iconCtrls))-1) then {
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@ -44,6 +43,5 @@ if(count _sPos > 0) then {
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_ctrl ctrlSetStructuredText (parseText _text);
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_ctrl ctrlSetPosition [(_sPos select 0)-(0.2*SafeZoneW), (_sPos select 1)-(0.0095*SafeZoneW), 0.4*SafeZoneW, 0.035*SafeZoneW];
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//_ctrl ctrlSetBackgroundColor [1, 0, 0, 0.1];
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//_ctrl ctrlSetBackgroundColor [1,0,0,1];
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_ctrl ctrlCommit 0;
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};
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@ -56,37 +56,37 @@ GVAR(currentOptions) pushBack [_this, _pos, _path];
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// Exit without rendering children if it isn't
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if !(_menuInSelectedPath) exitWith {true};
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private ["_angleSpan","_angle","_angleInterval","_scale"];
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_angleSpan = _maxAngleSpan min (55 * ((count _activeChildren) - 1));
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private ["_numChildren","_angleSpan","_angle","_angleInterval","_scale","_offset"];
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_numChildren = count _activeChildren;
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_angleSpan = _maxAngleSpan min (55 * ((_numChildren) - 1));
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if (_angleSpan >= 305) then {
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_angleSpan = 360;
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};
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_angleInterval = 55;
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if (_angleSpan < 360) then {
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if (count _activeChildren > 1) then {
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_angleInterval = _angleSpan / (count _activeChildren - 1);
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if (_numChildren > 1) then {
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_angleInterval = _angleSpan / (_numChildren - 1);
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};
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} else {
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_angleSpan / (count _activeChildren);
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_angleSpan / (_numChildren);
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};
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if (count _activeChildren == 1) then {
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if (_numChildren == 1) then {
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_angleInterval = 60;
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};
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// Scale menu based on distance
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_scale = (0.15 max (0.15 * ((positionCameraToWorld [0, 0, 0]) distance _pos))) / GVAR(selfMenuScale);
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// Scale menu based on the amount of children
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_scale = _scale * (((0.8 * (0.46 / sin (0.5 * _angleInterval))) min 1.4) max 0.5);
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_scale = GVAR(menuScale) * (((0.8 * (0.46 / sin (0.5 * _angleInterval))) min 1.4) max 0.5);
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// Animate menu scale
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if (_menuInSelectedPath && (_menuDepth == count _path)) then {
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_scale = _scale * (0.3 + 0.7 * (((diag_tickTime - GVAR(expandedTime)) * 8) min 1));
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};
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_target = _actionObject;
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_player = ACE_player;
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_angle = _centerAngle - _angleSpan / 2;
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{
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_target = _actionObject;
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_player = ACE_player;
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private ["_offset","_newPos"];
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_offset = ((GVAR(refSystem) select 1) vectorMultiply (-_scale * cos _angle)) vectorAdd
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((GVAR(refSystem) select 2) vectorMultiply (-_scale * sin _angle));
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_newPos = ((_pos call EFUNC(common,positionToASL)) vectorAdd _offset) call EFUNC(common,ASLToPosition);
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@ -95,11 +95,7 @@ _angle = _centerAngle - _angleSpan / 2;
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[_path, _x, _newPos, [_angle, 140]] call FUNC(renderMenu);
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if (_angleSpan == 360) then {
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_angle = _angle + _angleSpan / (count _activeChildren);
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} else {
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_angle = _angle + _angleSpan / (((count _activeChildren)-1) max 1);
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};
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_angle = _angle + _angleInterval;
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} forEach _activeChildren;
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true
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