Merge branch 'master' into nightvision-slotitemchanged-event

This commit is contained in:
johnb432 2024-04-10 16:35:24 +02:00
commit d302bf1bf1
575 changed files with 5341 additions and 1948 deletions

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@ -23,14 +23,14 @@ All good? Then proceed and fill out the items below.
**Mods (complete and add to the following information):**
- **Arma 3:** `x.xx` [e.g. 1.00 stable, rc, dev]
- **CBA:** `3.x.x` [e.g. 3.0.0 stable, commit hash]
- **ACE3:** `3.x.x` [eg. 3.0.0 stable, commit hash]
- **ACE3:** `3.x.x` [e.g. 3.0.0 stable, commit hash]
<!-- Make sure to reproduce the issue with only CBA and ACE3 on a newly created mission! -->
**Description:**
A clear and concise description of what the bug is.
**Steps to reproduce:**
_Follow [https://ace3.acemod.org/img/wiki/user/issue_flowchart.webp](this flowchart)!_
_Follow [this flowchart](https://ace3.acemod.org/img/wiki/user/issue_flowchart.webp)!_
1. _Go to ..._
2. _Click ..._

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@ -11,11 +11,10 @@ sort-direction: ascending
categories:
- title: '**ADDED:**'
labels:
- 'kind/feature request'
- 'kind/added feature'
- 'kind/feature'
- title: '**FIXED:**'
labels:
- 'kind/bug fix'
- 'kind/bug-fix'
- title: '**IMPROVED:**'
labels:
- 'kind/enhancement'
@ -23,17 +22,16 @@ categories:
- title: '**CHANGED:**'
labels:
- 'kind/cleanup'
- 'area/compatibility'
- 'kind/change'
- title: '**SETTINGS:**'
labels:
- 'kind/setting'
- title: '**TRANSLATIONS:**'
labels:
- 'area/translations'
- 'kind/translation'
exclude-labels:
- 'ignore changelog'
- 'ignore-changelog'
- 'dependencies'
change-template: '- $TITLE (#$NUMBER)'

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@ -48,7 +48,7 @@ jobs:
- name: Rename build folder
run: mv .hemttout/build .hemttout/@ace
- name: Upload Artifact
uses: actions/upload-artifact@v3
uses: actions/upload-artifact@v4
with:
name: ace3-${{ github.sha }}-nobin
path: .hemttout/@*

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@ -47,7 +47,7 @@ jobs:
destination: docs/_site/
- name: Upload Artifact
uses: actions/upload-artifact@v3
uses: actions/upload-artifact@v4
with:
name: jekyll-site
path: docs/_site/
@ -63,7 +63,7 @@ jobs:
steps:
- name: Download Artifacts
uses: actions/download-artifact@v3
uses: actions/download-artifact@v4
with:
name: jekyll-site
path: _site/

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@ -23,7 +23,7 @@ jobs:
cd build
cmake .. && cmake --build .
- name: Upload Artifact
uses: actions/upload-artifact@v3
uses: actions/upload-artifact@v4
with:
name: ace3_extensions-${{ matrix.os }}-debug
path: extensions/build

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@ -38,7 +38,7 @@ jobs:
- name: Rename build folder
run: mv .hemttout/build .hemttout/@ace
- name: Upload Artifact
uses: actions/upload-artifact@v3
uses: actions/upload-artifact@v4
with:
name: ace3-${{ github.sha }}
path: .hemttout/@*

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@ -67,18 +67,19 @@ jobs:
xcopy /e /h /q z\ace\tools\pDummies\gm gm\
xcopy /e /h /q z\ace\tools\pDummies\vn vn\
xcopy /e /h /q z\ace\tools\pDummies\WW2 WW2\
xcopy /e /h /q z\ace\tools\pDummies\CUP CUP\
- name: Build
run: py P:\z\ace\tools\make.py ci
env:
PYTHONUNBUFFERED: 1
- name: Archive logs
uses: actions/upload-artifact@v3
uses: actions/upload-artifact@v4
if: ${{ always() }}
with:
name: logs
path: temp/*.log
- name: Archive @ace
uses: actions/upload-artifact@v3
uses: actions/upload-artifact@v4
with:
name: '@ace3-${{ github.sha }}'
path: z\ace\release\@ace

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@ -11,6 +11,6 @@ jobs:
steps:
- name: Release Drafter
if: github.repository == 'acemod/ACE3'
uses: release-drafter/release-drafter@v5
uses: release-drafter/release-drafter@v6
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}

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@ -6,6 +6,7 @@
# request, preferably including an email address.
# CORE TEAM
BaerMitUmlaut
Brett Mayson
bux578 <github@jonathandavid.de>
commy2
@ -25,6 +26,7 @@ Kieran
kymckay
mharis001 <mhariszakar@gmail.com>
MikeMF
MiszczuZPolski
NouberNou
PabstMirror <pabstmirror@gmail.com>
Ruthberg <ulteq@web.de>
@ -56,7 +58,6 @@ Arcanum417 <lubos.len@gmail.com>
Arkhir <wonsz666@gmail.com >
ARV187 aka Spark23
Asgar Serran <piechottaf@web.de>
BaerMitUmlaut
Bamse <bamsis@gmail.com>
Barman75
Bla1337

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@ -5,7 +5,7 @@
<p align="center">
<a href="https://github.com/acemod/ACE3/releases/latest">
<img src="https://img.shields.io/badge/Version-3.16.3-blue.svg?style=flat-square" alt="ACE3 Version">
<img src="https://img.shields.io/github/release/acemod/ACE3.svg?style=flat-square&label=Version" alt="ACE3 Version">
</a>
<a href="https://github.com/acemod/ACE3/issues">
<img src="https://img.shields.io/github/issues-raw/acemod/ACE3.svg?style=flat-square&label=Issues" alt="ACE3 Issues">

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@ -1,7 +1,5 @@
#include "script_component.hpp"
#include "initKeybinds.inc.sqf"
GVAR(currentbulletID) = -1;
GVAR(Protractor) = false;
@ -11,6 +9,8 @@ GVAR(currentGrid) = 0;
if (!hasInterface) exitWith {};
#include "initKeybinds.inc.sqf"
["CBA_settingsInitialized", {
//If not enabled, dont't add PFEH
if (!GVAR(enabled)) exitWith {};
@ -19,11 +19,11 @@ if (!hasInterface) exitWith {};
[] call FUNC(initializeTerrainExtension);
// Register fire event handler
["ace_firedPlayer", DFUNC(handleFired)] call CBA_fnc_addEventHandler;
["ace_firedPlayerNonLocal", DFUNC(handleFired)] call CBA_fnc_addEventHandler;
["ace_firedPlayer", LINKFUNC(handleFired)] call CBA_fnc_addEventHandler;
["ace_firedPlayerNonLocal", LINKFUNC(handleFired)] call CBA_fnc_addEventHandler;
// Register Perframe Handler
[FUNC(handleFirePFH), GVAR(simulationInterval)] call CBA_fnc_addPerFrameHandler;
[LINKFUNC(handleFirePFH), GVAR(simulationInterval)] call CBA_fnc_addPerFrameHandler;
//Add warnings for missing compat PBOs (only if AB is on)
{

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@ -44,6 +44,9 @@ if (!(_dragModel in [1, 2, 5, 6, 7, 8])) then {
_dragModel = 1;
};
private _ballisticCoefficients = getArray(_ammoConfig >> "ACE_ballisticCoefficients");
if (_ballisticCoefficients isEqualTo []) then {
_ballisticCoefficients = [0.5];
};
private _velocityBoundaries = getArray(_ammoConfig >> "ACE_velocityBoundaries");
private _atmosphereModel = getText(_ammoConfig >> "ACE_standardAtmosphere");
if (_atmosphereModel isEqualTo "") then {

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@ -2,7 +2,15 @@
if (!hasInterface) exitWith {};
["baseline", {
// recheck weapon inertia after weapon swap, change of attachments or switching unit
["weapon", {[ACE_player] call FUNC(getWeaponInertia)}, true] call CBA_fnc_addPlayerEventHandler;
["loadout", {[ACE_player] call FUNC(getWeaponInertia)}, true] call CBA_fnc_addPlayerEventHandler;
["unit", {[ACE_player] call FUNC(getWeaponInertia)}, true] call CBA_fnc_addPlayerEventHandler;
["CBA_settingsInitialized", {
if (!GVAR(enabled)) exitWith {};
["baseline", {
private _fatigue = ACE_player getVariable [QGVAR(aimFatigue), 0];
switch (stance ACE_player) do {
case ("CROUCH"): {
@ -15,29 +23,7 @@ if (!hasInterface) exitWith {};
(1.5 + _fatigue ^ 2 * 3.0)
};
};
}, QUOTE(ADDON)] call EFUNC(common,addSwayFactor);
["multiplier", {
switch (true) do {
case (isWeaponRested ACE_player): {
GVAR(swayFactor) * GVAR(restedSwayFactor)
};
case (isWeaponDeployed ACE_player): {
GVAR(swayFactor) * GVAR(deployedSwayFactor)
};
default {
GVAR(swayFactor)
};
};
}, QUOTE(ADDON)] call EFUNC(common,addSwayFactor);
// recheck weapon inertia after weapon swap, change of attachments or switching unit
["weapon", {[ACE_player] call FUNC(getWeaponInertia)}, true] call CBA_fnc_addPlayerEventHandler;
["loadout", {[ACE_player] call FUNC(getWeaponInertia)}, true] call CBA_fnc_addPlayerEventHandler;
["unit", {[ACE_player] call FUNC(getWeaponInertia)}, true] call CBA_fnc_addPlayerEventHandler;
["CBA_settingsInitialized", {
if (!GVAR(enabled)) exitWith {};
}, QUOTE(ADDON)] call EFUNC(common,addSwayFactor);
// - Post process effect ------------------------------------------------------
GVAR(ppeBlackout) = ppEffectCreate ["ColorCorrections", 4220];

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@ -80,30 +80,3 @@
[0, 5, 1, 1],
true
] call CBA_fnc_addSetting;
[
QGVAR(swayFactor),
"SLIDER",
[LSTRING(SwayFactor), LSTRING(SwayFactor_Description)],
LSTRING(DisplayName),
[0, 5, 1, 1],
true
] call CBA_fnc_addSetting;
[
QGVAR(restedSwayFactor),
"SLIDER",
[LSTRING(RestedSwayFactor), LSTRING(RestedSwayFactor_Description)],
LSTRING(DisplayName),
[0, 5, 1, 2],
true
] call CBA_fnc_addSetting;
[
QGVAR(deployedSwayFactor),
"SLIDER",
[LSTRING(DeployedSwayFactor), LSTRING(DeployedSwayFactor_Description)],
LSTRING(DisplayName),
[0, 5, 1, 2],
true
] call CBA_fnc_addSetting;

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@ -44,7 +44,7 @@
<Italian>Influenza la prestazione generale di tutti i giocatori smuniti di un fattore personalizzato. Maggiore significa migliore.</Italian>
<Chinese>影響所有玩家的體力表現,值越高代表體力越好</Chinese>
<Chinesesimp>影响所有玩家的体力表现,值越高代表体力越好</Chinesesimp>
<Russian>Влияет на общую производительность игроков, у которых не задано персональное значение.</Russian>
<Russian>Влияет на общую производительность игроков, у которых не задано персональное значение. Чем выше, тем лучше.</Russian>
<Portuguese>Influencia na performance geral de todos os jogadores sem nenhum fator personalizado. Quanto maior, melhor.</Portuguese>
<Czech>Ovlivňuje celkový výkon všech hráčů bez vlastního faktoru. Vyšší znamená lépe.</Czech>
</Key>
@ -59,7 +59,7 @@
<Italian>Influenza la prestazione personalizzata di questa unità. Maggiore significa migliore.</Italian>
<Chinese>影響這個單位的體力表現,值越高代表體力越好</Chinese>
<Chinesesimp>影响这个单位的体力表现,值越高代表体力越好</Chinesesimp>
<Russian>Влияет на общую производительность юнита.</Russian>
<Russian>Влияет на общую производительность юнита.Чем выше, тем лучше.</Russian>
<Portuguese>Influencia na performance geral dessa unidade. Quanto maior, melhor.</Portuguese>
<Czech>Ovlivňuje celkový výkon této jednotky. Vyšší znamená lépe.</Czech>
</Key>
@ -154,72 +154,6 @@
<Portuguese>Define o quanto que um terreno íngrime aumenta na perda de estamina. Quanto maior, maior a perda de estamina.</Portuguese>
<Czech>Nastavuje, o kolik strmý terén zvyšuje ztrátu výdrže. Vyšší znamená vyšší ztrátu výdrže.</Czech>
</Key>
<Key ID="STR_ACE_Advanced_Fatigue_SwayFactor">
<English>Sway factor</English>
<Spanish>Factor de balanceo de mira</Spanish>
<German>Verwacklungsfaktor</German>
<Japanese>手ぶれ因数</Japanese>
<Chinesesimp>抖动系数</Chinesesimp>
<Chinese>抖動因素</Chinese>
<French>Facteur de tremblement</French>
<Italian>Fattore di Oscillazione</Italian>
<Polish>Czynnik kołysania</Polish>
<Russian>Фактор колебания прицела</Russian>
<Portuguese>Fator de Balanço de Mira</Portuguese>
<Czech>Faktor kývání</Czech>
<Korean>손떨림 정도</Korean>
</Key>
<Key ID="STR_ACE_Advanced_Fatigue_SwayFactor_Description">
<English>Influences the amount of weapon sway. Higher means more sway.</English>
<Spanish>Afecta al la estabilidad de la mira. Más alto significa más balanceo</Spanish>
<German>Beeinflusst, wie ruhig man eine Waffe halten kann. Ein höherer Wert bedeutet weniger Stabilisierung.</German>
<Japanese>武器の手ぶれの量に影響します。値が高いほど、手ぶれが強くなります。</Japanese>
<Chinesesimp>影响手持武器的晃动程度,数值越高,抖动的越厉害。</Chinesesimp>
<Chinese>影響手持武器晃動程度,數值越高抖動越厲害</Chinese>
<French>Influe sur l'amplitude du tremblement de l'arme. Une valeur plus élevée signifie plus de tremblement.</French>
<Italian>Influenza l'aumento di oscillazione dell'arma quando affaticato. Maggiore significa più oscillazione.</Italian>
<Polish>Wpływa na poziom kołysania broni. Większa ilość znaczy większe kołysanie.</Polish>
<Russian>Влияет на колебания прицела оружия. Чем выше - тем больше.</Russian>
<Portuguese>Influencia a quantidade de balanço da mira da arma. Quanto maior, mais balanço.</Portuguese>
<Czech>Ovlivňuje množství kývání zbraní. Vyšší znamená více kývání.</Czech>
<Korean>손떨림의 정도를 정합니다. 높을 수록 많이 휘적입니다.</Korean>
</Key>
<Key ID="STR_ACE_Advanced_Fatigue_RestedSwayFactor">
<English>Rested sway factor</English>
<French>Facteur de balancement au repos</French>
<Korean>휴식 시 손떨림 정도</Korean>
<Portuguese>Fator de balanço de mira em repouso</Portuguese>
<German>Verwacklungsfaktor, wenn aufgelegt</German>
<Italian>Fattore di Oscillazione Appoggiato</Italian>
<Japanese>静止時の手ぶれ係数</Japanese>
</Key>
<Key ID="STR_ACE_Advanced_Fatigue_RestedSwayFactor_Description">
<English>Influences the amount of weapon sway while weapon is rested.</English>
<French>Influence le degré de balancement de l'arme au repos.</French>
<Korean>무기가 아무런 행동도 하지 않는 동안 무기가 흔들리는 정도를 정합니다.</Korean>
<Portuguese>Influencia a quantidade de balanço de mira enquanto a arma está em repouso.</Portuguese>
<German>Beeinflusst, wie ruhig man die Waffe hält, während sie aufgelegt ist.</German>
<Italian>Determina la quantità di oscillazione dell'arma quando questa è appoggiata.</Italian>
<Japanese>静止している時の武器の手ぶれの量に影響します。</Japanese>
</Key>
<Key ID="STR_ACE_Advanced_Fatigue_DeployedSwayFactor">
<English>Deployed sway factor</English>
<French>Facteur de balancement déployé</French>
<Korean>거치 시 손떨림 정도</Korean>
<Portuguese>Fator de balanço de mira em posição de tiro</Portuguese>
<German>Verwacklungsfaktor, wenn Zweibein aufgestellt ist.</German>
<Italian>Fattore di Oscillazione su Bipode</Italian>
<Japanese>展開時の手ぶれ係数</Japanese>
</Key>
<Key ID="STR_ACE_Advanced_Fatigue_DeployedSwayFactor_Description">
<English>Influences the amount of weapon sway while weapon is deployed.</English>
<French>Influence le degré de balancement de l'arme déployée.</French>
<Korean>무기를 거치하는 동안 무기를 흔드는 정도를 정합니다.</Korean>
<Portuguese>Influencia a quantidade de balanço de mira enquanto a arma está em posição de tiro.</Portuguese>
<German>Beeinflusst, wie ruhig man die Waffen hält, während das Zweibein aufgestellt ist.</German>
<Italian>Determina la quantità di oscillazione dell'arma quando questa è stabilizzata usando il bipode.</Italian>
<Japanese>武器の展開(Cキー)時の武器の手ぶれの量に影響します。</Japanese>
</Key>
<Key ID="STR_ACE_Advanced_Fatigue_Enabled">
<English>Enabled</English>
<Spanish>Activada</Spanish>
@ -246,7 +180,7 @@
<Italian>Abilita/Disabilita la Fatica Avanzata.</Italian>
<Chinese>啟用/關閉進階體力.</Chinese>
<Chinesesimp>启用/关闭进阶体力。</Chinesesimp>
<Russian>Включает / Отключает Продвинутую усталость</Russian>
<Russian>Включает/отключает Продвинутую усталость</Russian>
<Portuguese>Ativa/Desativa Fadiga Avançada.</Portuguese>
<Czech>Aktivuje / deaktivuje Pokročilou únavu.</Czech>
</Key>

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@ -2,20 +2,22 @@
// Fired XEH
GVAR(ammoEventHandlers) = createHashMap;
[QGVAR(throwFiredXEH), FUNC(throwFiredXEH)] call CBA_fnc_addEventHandler;
[QGVAR(throwFiredXEH), LINKFUNC(throwFiredXEH)] call CBA_fnc_addEventHandler;
// Exit on HC
if (!hasInterface) exitWith {};
// Temporary Wind Info indication
GVAR(tempWindInfo) = false;
// Ammo/Magazines look-up hash for correctness of initSpeed
GVAR(ammoMagLookup) = call CBA_fnc_createNamespace;
{
{
private _ammo = getText (configFile >> "CfgMagazines" >> _x >> "ammo");
if (_ammo != "") then { GVAR(ammoMagLookup) setVariable [_ammo, _x]; };
} count (getArray (configFile >> "CfgWeapons" >> "Throw" >> _x >> "magazines"));
nil
} count getArray (configFile >> "CfgWeapons" >> "Throw" >> "muzzles");
} forEach (getArray (configFile >> "CfgWeapons" >> "Throw" >> _x >> "magazines"));
} forEach getArray (configFile >> "CfgWeapons" >> "Throw" >> "muzzles");
// Add keybinds

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@ -19,7 +19,7 @@ params ["_unit"];
if !(_unit getVariable [QGVAR(inHand), false]) exitWith {false};
if (vehicle _unit != _unit) exitWith {
if (!isNull objectParent _unit) exitWith {
private _startPos = eyePos _unit;
private _aimLinePos = AGLToASL (positionCameraToWorld [0, 0, 1]);
private _intersections = lineIntersectsSurfaces [_startPos, _aimLinePos, _unit, objNull, false];

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@ -53,6 +53,12 @@ _unit setVariable [QGVAR(dropDistance), DROP_DISTANCE_DEFAULT];
// Remove controls hint (check if ever enabled is inside the function)
call EFUNC(interaction,hideMouseHint);
// Hide wind info after throw, if it was temporarily enabled for the throw
if (GVAR(tempWindInfo)) then {
EGVAR(weather,WindInfo) = false;
GVAR(tempWindInfo) = false;
};
// Remove throw action
[_unit, "DefaultAction", _unit getVariable [QGVAR(throwAction), -1]] call EFUNC(common,removeActionEventHandler);

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@ -17,9 +17,9 @@
params ["_magazineClassname"];
_magazineClassname = toLower _magazineClassname;
_magazineClassname = toLowerANSI _magazineClassname;
private _throwMuzzles = getArray (configFile >> "CfgWeapons" >> "Throw" >> "muzzles");
_throwMuzzles = _throwMuzzles select {_magazineClassname in ((getArray (configFile >> "CfgWeapons" >> "Throw" >> _x >> "magazines")) apply {toLower _x})};
_throwMuzzles = _throwMuzzles select {_magazineClassname in ((getArray (configFile >> "CfgWeapons" >> "Throw" >> _x >> "magazines")) apply {toLowerANSI _x})};
[_throwMuzzles select 0, ""] select (_throwMuzzles isEqualTo [])

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@ -18,6 +18,15 @@
params ["_unit"];
TRACE_1("params",_unit);
// Temporarily enable wind info, to aid in throwing smoke grenades effectively
if (
GVAR(enableTempWindInfo) &&
{!(missionNamespace getVariable [QEGVAR(weather,WindInfo), false])}
) then {
[] call EFUNC(weather,displayWindInfo);
GVAR(tempWindInfo) = true;
};
// Select next throwable if one already in hand
if (_unit getVariable [QGVAR(inHand), false]) exitWith {
TRACE_1("inHand",_unit);

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@ -44,8 +44,7 @@
_addedPickUpHelpers pushBack _pickUpHelper;
_throwablesHelped pushBack _x;
};
nil
} count _nearThrowables;
} forEach _nearThrowables;
_args set [0, getPosASL ACE_player];
_args set [3, _nearThrowables];
@ -56,11 +55,10 @@
{
// Only handling with attachTo works nicely
_x attachTo [_x getVariable [QGVAR(throwable), objNull], [0, 0, 0]];
nil
} count _addedPickUpHelpers;
} forEach _addedPickUpHelpers;
} else {
TRACE_1("Cleaning Pick Up Helpers",count _addedPickUpHelpers);
{deleteVehicle _x} count _addedPickUpHelpers;
{deleteVehicle _x} forEach _addedPickUpHelpers;
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
}, 0, [(getPosASL ACE_player) vectorAdd [-100, 0, 0], [], [], []]] call CBA_fnc_addPerFrameHandler;

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@ -45,7 +45,7 @@ if (!(_unit getVariable [QGVAR(primed), false])) then {
private _newVelocity = (_p1 vectorFromTo _p2) vectorMultiply _velocity;
// Adjust for throwing from inside vehicles, where we have a vehicle-based velocity that can't be compensated for by a human
if (vehicle _unit != _unit) then {
if (!isNull objectParent _unit) then {
_newVelocity = _newVelocity vectorAdd (velocity (vehicle _unit));
};

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@ -40,3 +40,11 @@ private _category = format ["ACE %1", localize LSTRING(Category)];
true,
1
] call CBA_fnc_addSetting;
[
QGVAR(enableTempWindInfo), "CHECKBOX",
[LSTRING(EnableTempWindInfo_DisplayName), LSTRING(EnableTempWindInfo_Description)],
_category,
true,
0
] call CBA_fnc_addSetting;

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@ -185,6 +185,22 @@
<Portuguese>Permite que arremessáveis fixados em objetos sejam pegos.</Portuguese>
<Czech>Zapíná schopnost zvednutí předmětů z objektů ke kterým jsou připnuté.</Czech>
</Key>
<Key ID="STR_ACE_Advanced_Throwing_EnableTempWindInfo_DisplayName">
<English>Show Temporary Wind Info</English>
<German>Zeige temporäre Windinformationen</German>
<Italian>Mostra informazioni sul vento temporaneamente</Italian>
<Japanese>一時的に風の情報を表示</Japanese>
<Korean>바람 정보 임시로 표시</Korean>
<French>Afficher temporairement les informations sur le vent</French>
</Key>
<Key ID="STR_ACE_Advanced_Throwing_EnableTempWindInfo_Description">
<English>Temporarily display Wind Info while throwing, to aid in placing smoke grenades effectively.</English>
<German>Zeige während des werfens Windinformationen an, um Rauchgranaten effektiver zu platzieren.</German>
<Italian>Mostra le informazioni sul vento durante il lancio di granate, facilitando il piazzamento ottimale di fumogeni.</Italian>
<Japanese>投擲行動中に風向きの情報を一時的に表示し、発煙手榴弾の煙幕を効果的に展開しやすくします。</Japanese>
<Korean>연막탄을 효과적으로 배치하는 데 도움이 되도록 투척하는 동안 일시적으로 바람 정보를 표시합니다.</Korean>
<French>Affiche les informations sur le vent pendant le lancement pour placer les grenades fumigènes plus efficacement.</French>
</Key>
<Key ID="STR_ACE_Advanced_Throwing_Prepare">
<English>Prepare/Change Throwable</English>
<Spanish>Preparar/Cambiar objetos lanzables</Spanish>

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@ -16,7 +16,7 @@
} forEach _sections;
}] call CBA_fnc_addEventHandler;
[QGVAR(unGarrison), FUNC(unGarrison)] call CBA_fnc_addEventHandler;
[QGVAR(unGarrison), LINKFUNC(unGarrison)] call CBA_fnc_addEventHandler;
[QGVAR(doMove), {
params ["_unitsArray"];
@ -73,6 +73,6 @@
if (isServer) then {
["CAManBase", "init", {
// wait for HMD to be assigned so `hmd _unit` works
[FUNC(assignNVG), _this, 1] call CBA_fnc_waitAndExecute;
[LINKFUNC(assignNVG), _this, 1] call CBA_fnc_waitAndExecute;
}] call CBA_fnc_addClassEventHandler;
};

View File

@ -33,7 +33,7 @@ if (_startingPos isEqualTo [0,0,0]) exitWith {
[LSTRING(GarrisonInvalidPosition)] call EFUNC(common,displayTextStructured);
};
if (count _unitsArray == 0 || {isNull (_unitsArray select 0)}) exitWith {
if (_unitsArray isEqualTo [] || {isNull (_unitsArray select 0)}) exitWith {
TRACE_1("fnc_garrison: Units error",_unitsArray);
[LSTRING(GarrisonNoUnits)] call EFUNC(common,displayTextStructured);
};
@ -43,7 +43,7 @@ if (_fillingRadius >= 50) then {
_buildings = [_buildings] call CBA_fnc_shuffle;
};
if (count _buildings == 0) exitWith {
if (_buildings isEqualTo []) exitWith {
TRACE_1("fnc_garrison: Building error",_buildings);
[LSTRING(GarrisonNoBuilding)] call EFUNC(common,displayTextStructured);
};

View File

@ -90,6 +90,7 @@
<French>Equipement JVN automatique</French>
<Portuguese>Equipar NVGs automaticamente</Portuguese>
<Japanese>暗視装置の自動装備</Japanese>
<Russian>Автоматическое оснащение ПНВ</Russian>
</Key>
<Key ID="STR_ACE_AI_AssignNVG_Description">
<English>Equips NVG in inventory during night time and unequips it during day time.\nDoes not add NVGs to inventory!</English>
@ -100,6 +101,7 @@
<French>Equipe des JVN pendant la nuit et les déséquipe le jour.\nN'ajoute pas les JVN dans l'intenvaire !</French>
<Portuguese>Equipa o NVG do inventário durante a noite e desequipa durante o dia.\nNão adiciona NVGs ao inventário!</Portuguese>
<Japanese>インベントリ内の暗視装置を夜間に装備し、日中は解除し収納します。\nこれはNVGをインベントリに追加しません。</Japanese>
<Russian>Экипирует ПНВ в ночное время и отключает его в дневное время.\nНе добавляет ПНВ в инвентарь!</Russian>
</Key>
</Package>
</Project>

View File

@ -30,6 +30,6 @@ _vehicle == vehicle _unit
if (_unit == _x select FULLCREW_UNIT) exitWith {
_ejectVarName = format [QGVAR(ejectAction_%1_%2), _x select FULLCREW_ROLE, _x select FULLCREW_TURRETPATH];
};
} count fullCrew _vehicle;
} forEach fullCrew _vehicle;
_vehicle getVariable [_ejectVarName, false]
}

View File

@ -23,7 +23,7 @@ TRACE_4("droneModifyWaypoint",_vehicle,_group,_type,_value);
private _index = (currentWaypoint _group) min count waypoints _group;
private _waypoint = [_group, _index];
switch (toLower _type) do {
switch (toLowerANSI _type) do {
case ("height"): {
private _pos = waypointPosition _waypoint;
_pos set [2, _value];

View File

@ -123,7 +123,9 @@ class GVAR(stats) {
stats[] = {"maximumLoad"};
displayName = "$STR_a3_rscdisplayarsenal_stat_load";
showBar = 1;
showText = 1;
barStatement = QUOTE([ARR_3((_this select 0) select 0,_this select 1,[ARR_3([ARR_2(0,500)],[ARR_2(0.01,1)],false)])] call FUNC(statBarStatement_default));
textStatement = QUOTE(call FUNC(statTextStatement_load));
tabs[] = {{3,4,5}, {}};
};
class ACE_smokeChemTTL: statBase {

View File

@ -110,7 +110,7 @@ class Cfg3DEN {
h = QUOTE(65 * ATTRIBUTE_H);
drawSideArrows = 1;
disableOverflow = 1;
columns[] = {0.05, 0.15, 0.85};
columns[] = {0.05, 0.15, 0.83, 0.87};
};
class ArrowLeft: ctrlButton {
idc = IDC_ATTRIBUTE_LIST_LEFT;

View File

@ -16,6 +16,8 @@ PREP(attributeKeyDown);
PREP(attributeLoad);
PREP(attributeMode);
PREP(attributeSelect);
PREP(baseAttachment);
PREP(baseOptic);
PREP(baseWeapon);
PREP(buttonActionsPage);
PREP(buttonCargo);
@ -96,6 +98,7 @@ PREP(statBarStatement_rateOfFIre);
PREP(statTextStatement_accuracy);
PREP(statTextStatement_explosionTime);
PREP(statTextStatement_illuminators);
PREP(statTextStatement_load);
PREP(statTextStatement_magCount);
PREP(statTextStatement_mass);
PREP(statTextStatement_rateOfFire);

View File

@ -70,7 +70,7 @@ GVAR(lastSortDirectionRight) = DESCENDING;
if (!isNil QGVAR(currentLoadoutsTab) && {GVAR(currentLoadoutsTab) == IDC_buttonSharedLoadouts}) then {
private _curSelData = _contentPanelCtrl lnbData [lnbCurSelRow _contentPanelCtrl, 1];
([_loadoutData] call FUNC(verifyLoadout)) params ["_extendedLoadout", "_nullItemsAmount", "_unavailableItemsAmount"];
([_loadoutData] call FUNC(verifyLoadout)) params ["_extendedLoadout", "_nullItemsList", "_unavailableItemsList"];
_extendedLoadout params ["_loadout"];
private _newRow = _contentPanelCtrl lnbAddRow [_playerName, _loadoutName];
@ -81,10 +81,10 @@ GVAR(lastSortDirectionRight) = DESCENDING;
_contentPanelCtrl lnbSetData [[_newRow, 1], _playerName + _loadoutName];
// Set color of row, depending if items are unavailable/missing
if (_nullItemsAmount > 0) then {
if (_nullItemsList isNotEqualTo []) then {
_contentPanelCtrl lnbSetColor [[_newRow, 1], [1, 0, 0, 0.8]];
} else {
if (_unavailableItemsAmount > 0) then {
if (_unavailableItemsList isNotEqualTo []) then {
_contentPanelCtrl lnbSetColor [[_newRow, 1], [1, 1, 1, 0.25]];
};
};
@ -108,24 +108,16 @@ GVAR(lastSortDirectionRight) = DESCENDING;
private _face = _extendedInfo getOrDefault [QGVAR(face), ""];
if (_face != "") then {
if (isMultiplayer) then {
private _id = [QGVAR(broadcastFace), [_unit, _face], QGVAR(centerFace_) + netId _unit] call CBA_fnc_globalEventJIP;
private _id = [QGVAR(broadcastFace), [_unit, _face], QGVAR(centerFace_) + hashValue _unit] call CBA_fnc_globalEventJIP;
[_id, _unit] call CBA_fnc_removeGlobalEventJIP;
} else {
_unit setFace _face;
};
};
// Set voice
private _voice = _extendedInfo getOrDefault [QGVAR(voice), ""];
if (_voice != "") then {
if (isMultiplayer) then {
private _id = [QGVAR(broadcastVoice), [_unit, _voice], QGVAR(centerVoice_) + netId _unit] call CBA_fnc_globalEventJIP;
private _id = [QGVAR(broadcastVoice), [_unit, _voice], QGVAR(centerVoice_) + hashValue _unit] call CBA_fnc_globalEventJIP;
[_id, _unit] call CBA_fnc_removeGlobalEventJIP;
} else {
_unit setSpeaker _voice;
};
};
// Set insignia
@ -147,7 +139,7 @@ GVAR(lastSortDirectionRight) = DESCENDING;
// Set voice if enabled
if (GVAR(loadoutsSaveVoice)) then {
_extendedInfo set [QGVAR(voice), speaker _unit];
_extendedInfo set [QGVAR(voice), (speaker _unit) call EFUNC(common,getConfigName)];
};
// Set insignia if enabled

View File

@ -48,4 +48,47 @@ call FUNC(compileStats);
// Setup Tools tab
[keys (uiNamespace getVariable [QGVAR(configItemsTools), createHashMap]), LLSTRING(toolsTab), TOOLS_TAB_ICON, -1, true] call FUNC(addRightPanelButton);
// TODO: make IDCs able to match IDX with simple math?
GVAR(idxMap) = createHashMapFromArray [
[IDC_buttonPrimaryWeapon, IDX_VIRT_PRIMARY_WEAPONS],
[IDC_buttonHandgun, IDX_VIRT_HANDGUN_WEAPONS],
[IDC_buttonSecondaryWeapon, IDX_VIRT_SECONDARY_WEAPONS],
[IDC_buttonHeadgear, IDX_VIRT_HEADGEAR],
[IDC_buttonUniform, IDX_VIRT_UNIFORM],
[IDC_buttonVest, IDX_VIRT_VEST],
[IDC_buttonBackpack, IDX_VIRT_BACKPACK],
[IDC_buttonGoggles, IDX_VIRT_GOGGLES],
[IDC_buttonNVG, IDX_VIRT_NVG],
[IDC_buttonBinoculars, IDX_VIRT_BINO],
[IDC_buttonMap, IDX_VIRT_MAP],
[IDC_buttonGPS, IDX_VIRT_COMMS],
[IDC_buttonRadio, IDX_VIRT_RADIO],
[IDC_buttonCompass, IDX_VIRT_COMPASS],
[IDC_buttonWatch, IDX_VIRT_WATCH]
];
// Make new hashmaps for face/voice/insignia so mission makers can disable them
// Copies of hashmaps aren't final
GVAR(faceCache) = +(uiNamespace getVariable QGVAR(faceCache));
GVAR(voiceCache) = +(uiNamespace getVariable QGVAR(voiceCache));
GVAR(insigniaCache) = +(uiNamespace getVariable QGVAR(insigniaCache));
// Get mission/campaign insignias
// BIS_fnc_setUnitInsignia will look in mission config, then campaign, then global config last, so overwrite accordingly
private _insigniaCondition = toString {
if (isNumber (_x >> "scope")) then {
getNumber (_x >> "scope") == 2
} else {
true
};
};
// Ref fnc_addListBoxItem, 0/nil = configFile, 1 = campaignConfigFile, 2 = missionConfigFile
{
GVAR(insigniaCache) set [_x, 1];
} forEach (_insigniaCondition configClasses (campaignConfigFile >> "CfgUnitInsignia"));
{
GVAR(insigniaCache) set [_x, 2];
} forEach (_insigniaCondition configClasses (missionConfigFile >> "CfgUnitInsignia"));
ADDON = true;

View File

@ -270,6 +270,7 @@
#define IDX_VIRT_UNIQUE_UNKNOWN_ITEMS 25
// Indexes of current items array
// Should match IDX_VIRT_X macros for any left panel tabs
#define IDX_CURR_PRIMARY_WEAPON 0
#define IDX_CURR_SECONDARY_WEAPON 1
#define IDX_CURR_HANDGUN_WEAPON 2
@ -489,3 +490,6 @@ if (!isNil QGVAR(customRightPanelButtons)) then {\
_contentPanelCtrl lnbSetPicture [[_newRow, 7], getText (configFile >> "CfgVehicles" >> (_loadout select IDX_LOADOUT_BACKPACK) select 0 >> "picture")];\
_contentPanelCtrl lnbSetPicture [[_newRow, 8], getText (_cfgWeapons >> _loadout select IDX_LOADOUT_HEADGEAR >> "picture")];\
_contentPanelCtrl lnbSetPicture [[_newRow, 9], getText (configFile >> "CfgGlasses" >> _loadout select IDX_LOADOUT_GOGGLES >> "picture")];
#define ACTION_TYPE_TEXT 0
#define ACTION_TYPE_BUTTON 1

View File

@ -1,4 +1,5 @@
#include "..\script_component.hpp"
#include "..\defines.hpp"
/*
* Author: johnb43
* Adds custom action buttons.

View File

@ -6,9 +6,10 @@
*
* Arguments:
* 0: Config category, must be "CfgWeapons", "CfgVehicles", "CfgMagazines", "CfgVoice" or "CfgUnitInsignia" <STRING>
* 1: Classname <STRING>
* 1: Classname (must be in config case) <STRING>
* 2: Panel control <CONTROL>
* 3: Name of the picture entry in that Cfg class <STRING> (default: "picture")
* 4: Config root <NUMBER> (default: 0 -> configFile)
*
* Return Value:
* None
@ -19,9 +20,9 @@
* Public: Yes
*/
params ["_configCategory", "_className", "_ctrlPanel", ["_pictureEntryName", "picture", [""]]];
params ["_configCategory", "_className", "_ctrlPanel", ["_pictureEntryName", "picture", [""]], ["_configRoot", 0, [0]]];
private _skip = GVAR(favoritesOnly) && {!(_className in GVAR(currentItems))} && {!((toLower _className) in GVAR(favorites))};
private _skip = GVAR(favoritesOnly) && {!(_className in GVAR(currentItems))} && {!((toLowerANSI _className) in GVAR(favorites))};
if (_skip) then {
switch (GVAR(currentLeftPanel)) do {
case IDC_buttonPrimaryWeapon: {
@ -41,10 +42,10 @@ if (_skip) then {
if (_skip) exitWith {};
// Sanitise key, as it's public; If not in cache, find info and cache it for later use
((uiNamespace getVariable QGVAR(addListBoxItemCache)) getOrDefaultCall [_configCategory + _className, {
// If not in cache, find info and cache it for later use
((uiNamespace getVariable QGVAR(addListBoxItemCache)) getOrDefaultCall [_configCategory + _className + str _configRoot, {
// Get classname (config case), display name, picture and DLC
private _configPath = configFile >> _configCategory >> _className;
private _configPath = ([configFile, campaignConfigFile, missionConfigFile] select _configRoot) >> _configCategory >> _className;
private _dlcName = _configPath call EFUNC(common,getAddon);
// If _pictureEntryName is empty, then this item has no picture (e.g. faces)
@ -57,7 +58,7 @@ _ctrlPanel lbSetPicture [_lbAdd, _itemPicture];
_ctrlPanel lbSetPictureRight [_lbAdd, ["", _modPicture] select GVAR(enableModIcons)];
_ctrlPanel lbSetTooltip [_lbAdd, format ["%1\n%2", _displayName, _className]];
if ((toLower _className) in GVAR(favorites)) then {
if ((toLowerANSI _className) in GVAR(favorites)) then {
_ctrlPanel lbSetColor [_lbAdd, FAVORITES_COLOR];
_ctrlPanel lbSetSelectColor [_lbAdd, FAVORITES_COLOR];
};

View File

@ -66,7 +66,8 @@ _items = _items select {
_x isKindOf ["CBA_MiscItem", _cfgWeapons] && {getNumber (_configItemInfo >> "type") in [TYPE_MUZZLE, TYPE_OPTICS, TYPE_FLASHLIGHT, TYPE_BIPOD]} ||
{getNumber (_configItemInfo >> "type") in [TYPE_FIRST_AID_KIT, TYPE_MEDIKIT, TYPE_TOOLKIT]} ||
{getText (_cfgWeapons >> _x >> "simulation") == "ItemMineDetector"} ||
{getNumber (_cfgMagazines >> _x >> "ACE_isUnique") == 1}
{getNumber (_cfgMagazines >> _x >> "ACE_isUnique") == 1} ||
{getNumber (_cfgMagazines >> _x >> "ACE_asItem") == 1}
};
GVAR(customRightPanelButtons) set [_position, [_items apply {_x call EFUNC(common,getConfigName)}, _picture, _tooltip, _moveOnOverwrite]];

View File

@ -46,6 +46,7 @@ private _cfgWeapons = configFile >> "CfgWeapons";
private _cfgMagazines = configFile >> "CfgMagazines";
private _cfgVehicles = configFile >> "CfgVehicles";
private _cfgGlasses = configFile >> "CfgGlasses";
private _dlcName = "";
// Exit with current items (no specific category)
if (_category == IDX_CAT_ALL) exitWith {
@ -73,6 +74,12 @@ if (_category == IDX_CAT_ALL) exitWith {
_listbox lnbSetData [[_index, 1], _x];
_listbox lnbSetPicture [[_index, 0], getText (_config >> "picture")];
_listbox lnbSetTooltip [[_index, 0], _x];
_dlcName = _config call EFUNC(common,getAddon);
if (_dlcName != "") then {
_listbox lnbSetPicture [[_index, 2], (modParams [_dlcName, ["logo"]]) param [0, ""]];
};
};
} forEach _attributeItems;
@ -130,12 +137,20 @@ private _config = _cfgClass;
_alpha = 0.5;
};
_index = _listbox lnbAddRow ["", _displayName, _symbol];
_index = _listbox lnbAddRow ["", _displayName, "", _symbol];
_listbox lnbSetData [[_index, 1], _x];
_listbox lnbSetPicture [[_index, 0], getText (_config >> _x >> "picture")];
_listbox lnbSetTooltip [[_index, 0], _x];
_listbox lnbSetColor [[_index, 1], [1, 1, 1, _alpha]];
_listbox lnbSetColor [[_index, 2], [1, 1, 1, _alpha]];
_listbox lnbSetColor [[_index, 3], [1, 1, 1, _alpha]];
// Mod icon is in column 2
_dlcName = (_config >> _x) call EFUNC(common,getAddon);
if (_dlcName != "") then {
_listbox lnbSetPicture [[_index, 2], (modParams [_dlcName, ["logo"]]) param [0, ""]];
_listbox lnbSetPictureColor [[_index, 2], [1, 1, 1, _alpha]];
};
};
} forEach (keys _categoryItems);

View File

@ -35,9 +35,10 @@ if (_addItem && {_itemIndex == -1}) exitWith {
_attributeItems pushBack _itemClassname;
// Change symbol and increase alpha
_listbox lnbSetText [[_currentRow, 2], [SYMBOL_ITEM_VIRTUAL, SYMBOL_ITEM_REMOVE] select _attributeMode];
_listbox lnbSetText [[_currentRow, 3], [SYMBOL_ITEM_VIRTUAL, SYMBOL_ITEM_REMOVE] select _attributeMode];
_listbox lnbSetColor [[_currentRow, 1], [1, 1, 1, 1]];
_listbox lnbSetColor [[_currentRow, 2], [1, 1, 1, 1]];
_listbox lnbSetPictureColor [[_currentRow, 2], [1, 1, 1, 1]]; // mod icon is in column 2
_listbox lnbSetColor [[_currentRow, 3], [1, 1, 1, 1]];
};
// Remove item if in list
@ -45,7 +46,8 @@ if (!_addItem && {_itemIndex != -1}) exitWith {
_attributeItems deleteAt _itemIndex;
// Change symbol and reduce alpha
_listbox lnbSetText [[_currentRow, 2], SYMBOL_ITEM_NONE];
_listbox lnbSetText [[_currentRow, 3], SYMBOL_ITEM_NONE];
_listbox lnbSetColor [[_currentRow, 1], [1, 1, 1, 0.5]];
_listbox lnbSetColor [[_currentRow, 2], [1, 1, 1, 0.5]];
_listbox lnbSetPictureColor [[_currentRow, 2], [1, 1, 1, 0.5]]; // mod icon is in column 2
_listbox lnbSetColor [[_currentRow, 3], [1, 1, 1, 0.5]];
};

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@ -0,0 +1,59 @@
#include "..\script_component.hpp"
/*
* Author: Jonpas, LinkIsGrim
* Returns base attachment for CBA scripted attachment
* Adapted from CBA_fnc_switchableAttachments
*
* Arguments:
* 0: Attachment <STRING>
*
* Return Value:
* Base attachment <STRING>
*
* Example:
* "ACE_acc_pointer_green_IR" call ace_arsenal_fnc_baseAttachment
*
* Public: Yes
*/
params [["_item", "", [""]]];
TRACE_1("looking up base attachment",_item);
private _switchableClasses = [];
private _cfgWeapons = configfile >> "CfgWeapons";
private _config = _cfgWeapons >> _item;
_item = configName _config;
// If the switch config entries are inherited, ignore
if (
(inheritsFrom (_config >> "MRT_SwitchItemNextClass") isNotEqualTo _config) ||
{inheritsFrom (_config >> "MRT_SwitchItemPrevClass") isNotEqualTo _config}
) exitWith {
_item // return
};
while {
_config = _cfgWeapons >> getText (_config >> "MRT_SwitchItemNextClass");
isClass _config && {_switchableClasses pushBackUnique configName _config != -1}
} do {};
_config = _cfgWeapons >> _item;
private _backward = [];
while {
_config = _cfgWeapons >> getText (_config >> "MRT_SwitchItemPrevClass");
isClass _config && {_backward pushBackUnique configName _config != -1}
} do {};
_switchableClasses append _backward;
_switchableClasses = _switchableClasses arrayIntersect _switchableClasses;
{
if (getNumber (_cfgWeapons >> _x >> "scope") == 2) exitWith {
TRACE_2("found class",_item,_x);
_item = _x;
};
} forEach _switchableClasses;
_item

View File

@ -0,0 +1,32 @@
#include "..\script_component.hpp"
/*
* Author: Jonpas, LinkIsGrim
* Returns base optic for CBA scripted optics (PIP and 2D)
*
* Arguments:
* 0: Optic <STRING>
*
* Return Value:
* Base optic <STRING>
*
* Example:
* "CUP_optic_Elcan_SpecterDR_black_PIP" call ace_arsenal_fnc_baseOptic
*
* Public: Yes
*/
params [["_optic", "", [""]]];
// PIP
private _baseClasses = configProperties [configFile >> "CBA_PIPItems", "getText _x == _optic"];
// Carry Handle
{
_baseClasses append (configProperties [_x, "getText _x == _optic"]);
} forEach configProperties [configFile >> "CBA_CarryHandleTypes"];
if (_baseClasses isNotEqualTo []) then {
_optic = configName (_baseClasses select 0);
};
_optic

View File

@ -19,7 +19,7 @@
params [["_weapon", "", [""]]];
// Check if item is cached
(uiNamespace getVariable QGVAR(baseWeaponNameCache)) getOrDefaultCall [toLower _weapon, {
(uiNamespace getVariable QGVAR(baseWeaponNameCache)) getOrDefaultCall [toLowerANSI _weapon, {
private _cfgWeapons = configfile >> "CfgWeapons";
private _config = _cfgWeapons >> _weapon;

View File

@ -1,4 +1,5 @@
#include "..\script_component.hpp"
#include "..\defines.hpp"
/*
* Author: Brett Mayson
* Create the internal actions arrays when needed for the first time.

View File

@ -1,7 +1,7 @@
#include "..\script_component.hpp"
#include "..\defines.hpp"
/*
* Author: Alganthe, johnb43
* Author: Alganthe, johnb43, LinkIsGrim
* Fills left panel.
*
* Arguments:
@ -17,21 +17,28 @@
params ["_display", "_control", ["_animate", true]];
private _ctrlIDC = ctrlIDC _control;
private _ctrlPanel = _display displayCtrl IDC_leftTabContent;
private _idxVirt = GVAR(idxMap) getOrDefault [_ctrlIDC, -1, true];
// Fade old control background
if (!isNil QGVAR(currentLeftPanel)) then {
private _previousCtrlBackground = _display displayCtrl (GVAR(currentLeftPanel) - 1);
_previousCtrlBackground ctrlSetFade 1;
_previousCtrlBackground ctrlCommit ([0, FADE_DELAY] select _animate);
// When switching tabs, clear searchbox
if (GVAR(currentLeftPanel) != _ctrlIDC) then {
(_display displayCtrl IDC_leftSearchbar) ctrlSetText "";
(_display displayCtrl IDC_rightSearchbar) ctrlSetText "";
};
};
// Show new control background
private _ctrlIDC = ctrlIDC _control;
private _ctrlBackground = _display displayCtrl (_ctrlIDC - 1);
_ctrlBackground ctrlSetFade 0;
_ctrlBackground ctrlCommit ([0, FADE_DELAY] select _animate);
private _ctrlPanel = _display displayCtrl IDC_leftTabContent;
// Force a "refresh" animation of the panel
if (_animate) then {
_ctrlPanel ctrlSetFade 1;
@ -41,163 +48,54 @@ if (_animate) then {
};
_ctrlPanel lbSetCurSel -1;
// Purge old data
lbClear _ctrlPanel;
// Handle icons and filling
private _selectedItem = switch (true) do {
// Primary weapons, secondary weapons, handgun weapons
case (_ctrlIDC in [IDC_buttonPrimaryWeapon, IDC_buttonHandgun, IDC_buttonSecondaryWeapon]): {
// Purge old data
lbClear _ctrlPanel;
// Add "Empty" entry
// For every left tab except faces and voices, add "Empty" entry
if !(_ctrlIDC in [IDC_buttonFace, IDC_buttonVoice]) then {
private _addEmpty = _ctrlPanel lbAdd format [" <%1>", localize "str_empty"];
_ctrlPanel lbSetValue [_addEmpty, -1];
};
// Add selected tab's weapons
private _index = [IDC_buttonPrimaryWeapon, IDC_buttonSecondaryWeapon, IDC_buttonHandgun] find _ctrlIDC;
{
["CfgWeapons", _x, _ctrlPanel] call FUNC(addListBoxItem);
} forEach (keys ((GVAR(virtualItems) get IDX_VIRT_WEAPONS) get _index));
GVAR(currentItems) select _index
};
// Uniforms, vests, backpacks
case (_ctrlIDC in [IDC_buttonUniform, IDC_buttonVest, IDC_buttonBackpack]): {
// Purge old data
lbClear _ctrlPanel;
// Add "Empty" entry
private _addEmpty = _ctrlPanel lbAdd format [" <%1>", localize "str_empty"];
_ctrlPanel lbSetValue [_addEmpty, -1];
switch (_ctrlIDC) do {
// Add uniforms
case IDC_buttonUniform: {
{
["CfgWeapons", _x, _ctrlPanel] call FUNC(addListBoxItem);
} forEach (keys (GVAR(virtualItems) get IDX_VIRT_UNIFORM));
GVAR(currentItems) select IDX_CURR_UNIFORM
};
// Add vests
case IDC_buttonVest: {
{
["CfgWeapons", _x, _ctrlPanel] call FUNC(addListBoxItem);
} forEach (keys (GVAR(virtualItems) get IDX_VIRT_VEST));
GVAR(currentItems) select IDX_CURR_VEST
};
// Add backpacks
case IDC_buttonBackpack: {
{
["CfgVehicles", _x, _ctrlPanel] call FUNC(addListBoxItem);
} forEach (keys (GVAR(virtualItems) get IDX_VIRT_BACKPACK));
GVAR(currentItems) select IDX_CURR_BACKPACK
};
};
};
// Other
default {
// Don't reset right panel selection if left tab is binos
if (_ctrlIDC != IDC_buttonBinoculars) then {
// Don't reset the current right panel for weapons, binos and containers
if !(_idxVirt in [IDX_VIRT_PRIMARY_WEAPONS, IDX_VIRT_SECONDARY_WEAPONS, IDX_VIRT_HANDGUN_WEAPONS, IDX_VIRT_BINO, IDX_VIRT_UNIFORM, IDX_VIRT_VEST, IDX_VIRT_BACKPACK]) then {
GVAR(currentRightPanel) = nil;
};
GVAR(currentLeftPanel) = _ctrlIDC;
// Add items to the listbox
private _selectedItem = if (_idxVirt != -1) then { // Items
private _configParent = switch (_idxVirt) do {
case IDX_VIRT_GOGGLES: {"CfgGlasses"};
case IDX_VIRT_BACKPACK: {"CfgVehicles"};
default {"CfgWeapons"};
};
lbClear _ctrlPanel;
// For every left tab except faces and voices, add "Empty" entry
if !(_ctrlIDC in [IDC_buttonFace, IDC_buttonVoice]) then {
private _addEmpty = _ctrlPanel lbAdd format [" <%1>", localize "str_empty"];
_ctrlPanel lbSetValue [_addEmpty, -1];
private _items = if (_idxVirt < IDX_VIRT_HEADGEAR) then {
keys ((GVAR(virtualItems) get IDX_VIRT_WEAPONS) get _idxVirt)
} else {
keys (GVAR(virtualItems) get _idxVirt)
};
{
[_configParent, _x, _ctrlPanel] call FUNC(addListBoxItem);
} forEach _items;
GVAR(currentItems) select _idxVirt
} else { // Special cases
switch (_ctrlIDC) do {
// Headgear
case IDC_buttonHeadgear: {
{
["CfgWeapons", _x, _ctrlPanel] call FUNC(addListBoxItem);
} forEach (keys (GVAR(virtualItems) get IDX_VIRT_HEADGEAR));
GVAR(currentItems) select IDX_CURR_HEADGEAR
};
// Facewear
case IDC_buttonGoggles: {
{
["CfgGlasses", _x, _ctrlPanel] call FUNC(addListBoxItem);
} forEach (keys (GVAR(virtualItems) get IDX_VIRT_GOGGLES));
GVAR(currentItems) select IDX_CURR_GOGGLES
};
// NVGs
case IDC_buttonNVG: {
{
["CfgWeapons", _x, _ctrlPanel] call FUNC(addListBoxItem);
} forEach (keys (GVAR(virtualItems) get IDX_VIRT_NVG));
GVAR(currentItems) select IDX_CURR_NVG
};
// Binoculars
case IDC_buttonBinoculars: {
{
["CfgWeapons", _x, _ctrlPanel] call FUNC(addListBoxItem);
} forEach (keys (GVAR(virtualItems) get IDX_VIRT_BINO));
GVAR(currentItems) select IDX_CURR_BINO
};
// Maps
case IDC_buttonMap: {
{
["CfgWeapons", _x, _ctrlPanel] call FUNC(addListBoxItem);
} forEach (keys (GVAR(virtualItems) get IDX_VIRT_MAP));
GVAR(currentItems) select IDX_CURR_MAP
};
// Compasses
case IDC_buttonCompass: {
{
["CfgWeapons", _x, _ctrlPanel] call FUNC(addListBoxItem);
} forEach (keys (GVAR(virtualItems) get IDX_VIRT_COMPASS));
GVAR(currentItems) select IDX_CURR_COMPASS
};
// Radios
case IDC_buttonRadio: {
{
["CfgWeapons", _x, _ctrlPanel] call FUNC(addListBoxItem);
} forEach (keys (GVAR(virtualItems) get IDX_VIRT_RADIO));
GVAR(currentItems) select IDX_CURR_RADIO
};
// Watches
case IDC_buttonWatch: {
{
["CfgWeapons", _x, _ctrlPanel] call FUNC(addListBoxItem);
} forEach (keys (GVAR(virtualItems) get IDX_VIRT_WATCH));
GVAR(currentItems) select IDX_CURR_WATCH
};
// GPS and UAV Terminals
case IDC_buttonGPS: {
{
["CfgWeapons", _x, _ctrlPanel] call FUNC(addListBoxItem);
} forEach (keys (GVAR(virtualItems) get IDX_VIRT_COMMS));
GVAR(currentItems) select IDX_CURR_COMMS
};
// Faces
case IDC_buttonFace: {
private _lbAdd = -1;
private _lbAdd = -1; // micro-optimization
// Faces need to be added like this because their config path is
// configFile >> "CfgFaces" >> face category >> className
{
_y params ["_displayName", "_modPicture"];
_lbAdd = _ctrlPanel lbAdd _displayName;
_ctrlPanel lbSetData [_lbAdd, _x];
_ctrlPanel lbSetTooltip [_lbAdd, format ["%1\n%2", _displayName, _x]];
_ctrlPanel lbSetPictureRight [_lbAdd, ["", _modPicture] select GVAR(enableModIcons)];
} forEach (uiNamespace getVariable QGVAR(faceCache));
} forEach GVAR(faceCache); // HashMap, not array
GVAR(currentFace)
};
@ -205,48 +103,27 @@ private _selectedItem = switch (true) do {
case IDC_buttonVoice: {
{
["CfgVoice", _x, _ctrlPanel, "icon"] call FUNC(addListBoxItem);
} forEach (uiNamespace getVariable QGVAR(voiceCache));
} forEach (keys GVAR(voiceCache));
GVAR(currentVoice)
};
// Insignia
case IDC_buttonInsignia: {
// Insignia from config
{
["CfgUnitInsignia", _x, _ctrlPanel, "texture"] call FUNC(addListBoxItem);
} forEach (uiNamespace getVariable QGVAR(insigniaCache));
private _displayName = "";
private _className = "";
private _lbAdd = -1;
// Insignia from mission file
{
_className = configName _x;
_displayName = getText (_x >> "displayName");
_lbAdd = _ctrlPanel lbAdd _displayName;
_ctrlPanel lbSetData [_lbAdd, _className];
_ctrlPanel lbSetPicture [_lbAdd, getText (_x >> "texture")];
_ctrlPanel lbSetTooltip [_lbAdd, format ["%1\n%2", _displayName, _className]];
} forEach ("(if (isNumber (_x >> 'scope')) then {getNumber (_x >> 'scope')} else {2}) == 2" configClasses (missionConfigFile >> "CfgUnitInsignia"));
["CfgUnitInsignia", _x, _ctrlPanel, "texture", _y] call FUNC(addListBoxItem);
} forEach GVAR(insigniaCache);
GVAR(currentInsignia)
};
// Unknown
default {""};
default {
WARNING_1("Unknown arsenal left panel with IDC %1, update ace_arsenal_idxMap and relevant macros if adding a new tab",_ctrlIDC);
""
};
};
};
// When switching tabs, clear searchbox
if (GVAR(currentLeftPanel) != _ctrlIDC) then {
(_display displayCtrl IDC_leftSearchbar) ctrlSetText "";
(_display displayCtrl IDC_rightSearchbar) ctrlSetText "";
};
// Trigger event
GVAR(currentLeftPanel) = _ctrlIDC;
[QGVAR(leftPanelFilled), [_display, _ctrlIDC, GVAR(currentRightPanel)]] call CBA_fnc_localEvent;
// Sort

View File

@ -1,12 +1,16 @@
#include "..\script_component.hpp"
#include "..\defines.hpp"
/*
* Author: Alganthe, johnb43
* Fill loadouts list.
* Author: Alganthe, johnb43, LinkIsGrim
* Fill loadouts list over multiple frames. LOADOUTS_PER_FRAME macro does what it says on the tin.
* Should only ever be called by display load (with optional params as default) and by itself.
* Listen to ace_arsenal_loadoutsListFilled event if you need to iterate over the loadouts list.
*
* Arguments:
* 0: Loadouts display <DISPLAY>
* 1: Tab control <CONTROL>
* 2: Current frame filling loadouts list <NUMBER> (default: 0)
* 3: Frames necessary to fill loadouts list <NUMBER> (default: -1)
*
* Return Value:
* None
@ -14,29 +18,46 @@
* Public: No
*/
params ["_display", "_control"];
// Can just be modified directly, no further setup needed
#define LOADOUTS_PER_FRAME 10
(_display displayCtrl IDC_textEditBox) ctrlSetText "";
params ["_display", "_control", ["_currentFrame", 0], ["_framesToFill", -1]];
if (isNull _display) exitWith {
TRACE_2("display closed, aborting",_currentFrame,_framesToFill);
};
private _contentPanelCtrl = _display displayCtrl IDC_contentPanel;
if (_currentFrame == 0) then {
(_display displayCtrl IDC_textEditBox) ctrlSetText "";
// Force a "refresh" animation of the panel
_contentPanelCtrl ctrlSetFade 1;
_contentPanelCtrl ctrlCommit 0;
_contentPanelCtrl ctrlSetFade 0;
_contentPanelCtrl ctrlCommit FADE_DELAY;
// Force a "refresh" animation of the panel
_contentPanelCtrl ctrlSetFade 1;
_contentPanelCtrl ctrlCommit 0;
_contentPanelCtrl ctrlSetFade 0;
_contentPanelCtrl ctrlCommit FADE_DELAY;
_contentPanelCtrl lnbSetCurSelRow -1;
lnbClear _contentPanelCtrl;
_contentPanelCtrl lnbSetCurSelRow -1;
lnbClear _contentPanelCtrl;
};
private _sharedLoadoutsVars = GVAR(sharedLoadoutsNamespace) getVariable QGVAR(sharedLoadoutsVars);
private _cfgWeapons = configFile >> "CfgWeapons";
private _cfgWeapons = configFile >> "CfgWeapons"; // Used by ADD_LOADOUTS_LIST_PICTURES macro, do not remove
private _newRow = -1;
if (GVAR(currentLoadoutsTab) != IDC_buttonSharedLoadouts) then {
private _loadoutNameAndTab = "";
private _loadoutCachedInfo = "";
private _sharingEnabled = GVAR(allowSharedLoadouts) && {isMultiplayer};
private _loadouts = [
profileNamespace getVariable [QGVAR(saved_loadouts), []],
GVAR(defaultLoadoutsList)
] select (ctrlIDC _control == IDC_buttonDefaultLoadouts);
if (_currentFrame == 0) then {
_framesToFill = floor ((count _loadouts) / LOADOUTS_PER_FRAME);
TRACE_2("filling loadouts list",_currentFrame,_framesToFill);
_this set [3, _framesToFill];
};
// Add all loadouts to loadout list
{
@ -50,15 +71,16 @@ if (GVAR(currentLoadoutsTab) != IDC_buttonSharedLoadouts) then {
_loadoutCachedInfo = [_loadoutData] call FUNC(verifyLoadout);
_contentPanelCtrl setVariable [_loadoutNameAndTab, _loadoutCachedInfo];
_loadoutCachedInfo params ["", "_nullItemsAmount", "_unavailableItemsAmount", "_nullItemsList", "_unavailableItemsList"];
_loadoutCachedInfo params ["", "_nullItemsList", "_unavailableItemsList", "_missingExtendedInfo"];
// Log missing / nil items to RPT (only once per arsenal session)
if (GVAR(EnableRPTLog) && {(_nullItemsAmount > 0) || {_unavailableItemsAmount > 0}}) then {
if (GVAR(EnableRPTLog) && {(_nullItemsList isNotEqualTo []) || {_unavailableItemsList isNotEqualTo [] || {_missingExtendedInfo isNotEqualTo []}}}) then {
private _printComponent = "ACE_Arsenal - Loadout:";
private _printNullItemsList = ["Missing items:", str _nullItemsList] joinString " ";
private _printUnavailableItemsList = ["Unavailable items:", str _unavailableItemsList] joinString " ";
private _printMissingExtendedInfo = ["Missing extended loadout:", str _missingExtendedInfo] joinString " ";
diag_log text (format ["%1%5 %2%5 %3%5 %4", _printComponent, "Name: " + _loadoutName, _printNullItemsList, _printUnavailableItemsList, endl]);
diag_log text (format ["%1%6 %2%6 %3%6 %4%6 %5", _printComponent, "Name: " + _loadoutName, _printNullItemsList, _printUnavailableItemsList, _printMissingExtendedInfo, endl]);
};
};
@ -69,18 +91,18 @@ if (GVAR(currentLoadoutsTab) != IDC_buttonSharedLoadouts) then {
_contentPanelCtrl lnbSetColumnsPos [0, 0.05, 0.40, 0.50, 0.60, 0.70, 0.75, 0.80, 0.85, 0.90];
};
_loadoutCachedInfo params ["_extendedLoadout", "_nullItemsAmount", "_unavailableItemsAmount"];
_extendedLoadout params ["_loadout"];
_loadoutCachedInfo params ["_extendedLoadout", "_nullItemsList", "_unavailableItemsList"];
_extendedLoadout params ["_loadout"]; // Used by ADD_LOADOUTS_LIST_PICTURES macro, do not remove
_newRow = _contentPanelCtrl lnbAddRow ["", _loadoutName];
ADD_LOADOUTS_LIST_PICTURES
// Change color on loadout lines that have items that aren't available or don't exist
if (_nullItemsAmount > 0) then {
if (_nullItemsList isNotEqualTo []) then {
_contentPanelCtrl lnbSetColor [[_newRow, 1], [1, 0, 0, 0.8]]; // Red
} else {
if (_unavailableItemsAmount > 0) then {
if (_unavailableItemsList isNotEqualTo []) then {
_contentPanelCtrl lnbSetColor [[_newRow, 1], [1, 1, 1, 0.25]]; // Gray
};
};
@ -90,10 +112,16 @@ if (GVAR(currentLoadoutsTab) != IDC_buttonSharedLoadouts) then {
_contentPanelCtrl lnbSetPicture [[_newRow, 0], QPATHTOF(data\iconPublic.paa)];
_contentPanelCtrl lnbSetValue [[_newRow, 0], 1];
};
} forEach ([profileNamespace getVariable [QGVAR(saved_loadouts), []], GVAR(defaultLoadoutsList)] select (ctrlIDC _control == IDC_buttonDefaultLoadouts));
} forEach (_loadouts select [_currentFrame * LOADOUTS_PER_FRAME, [LOADOUTS_PER_FRAME, count _loadouts] select is3DEN]);
} else {
private _allPlayerNames = allPlayers apply {name _x};
private _loadouts = _sharedLoadoutsVars apply {GVAR(sharedLoadoutsNamespace) getVariable _x};
private _loadoutVar = "";
if (_currentFrame == 0) then {
_framesToFill = floor ((count _loadouts) / LOADOUTS_PER_FRAME);
TRACE_2("filling loadouts list",_currentFrame,_framesToFill);
_this set [3, _framesToFill];
};
{
_x params ["_playerName", "_loadoutName", "_loadoutData"];
@ -107,8 +135,8 @@ if (GVAR(currentLoadoutsTab) != IDC_buttonSharedLoadouts) then {
[QGVAR(loadoutUnshared), [_contentPanelCtrl, profileName, _loadoutName]] call CBA_fnc_remoteEvent;
} else {
([_loadoutData] call FUNC(verifyLoadout)) params ["_extendedLoadout", "_nullItemsAmount", "_unavailableItemsAmount"];
_extendedLoadout params ["_loadout"];
([_loadoutData] call FUNC(verifyLoadout)) params ["_extendedLoadout", "_nullItemsList", "_unavailableItemsList"];
_extendedLoadout params ["_loadout"]; // Used by ADD_LOADOUTS_LIST_PICTURES macro, do not remove
_contentPanelCtrl lnbSetColumnsPos [0, 0.15, 0.40, 0.50, 0.60, 0.70, 0.75, 0.80, 0.85, 0.90];
_newRow = _contentPanelCtrl lnbAddRow [_playerName, _loadoutName];
@ -118,17 +146,23 @@ if (GVAR(currentLoadoutsTab) != IDC_buttonSharedLoadouts) then {
_contentPanelCtrl lnbSetData [[_newRow, 1], _loadoutVar];
// Change color on loadout lines that have items that aren't available or don't exist
if (_nullItemsAmount > 0) then {
if (_nullItemsList isNotEqualTo []) then {
_contentPanelCtrl lnbSetColor [[_newRow, 1], [1, 0, 0, 0.8]]; // Red
} else {
if (_unavailableItemsAmount > 0) then {
if (_unavailableItemsList isNotEqualTo []) then {
_contentPanelCtrl lnbSetColor [[_newRow, 1], [1, 1, 1, 0.25]]; // Gray
};
};
};
} forEach (_sharedLoadoutsVars apply {GVAR(sharedLoadoutsNamespace) getVariable _x});
} forEach (_loadouts select [_currentFrame * LOADOUTS_PER_FRAME, [LOADOUTS_PER_FRAME, count _loadouts] select is3DEN]);
};
if (!is3DEN && _currentFrame != _framesToFill) exitWith {
_this set [2, _currentFrame + 1];
[FUNC(fillLoadoutsList), _this] call CBA_fnc_execNextFrame;
};
TRACE_3("finished",_currentFrame,_framesToFill,lnbSize _contentPanelCtrl);
[QGVAR(loadoutsListFilled), [_display, _control]] call CBA_fnc_localEvent;
// Sort loadouts alphabetically

View File

@ -53,7 +53,7 @@ if (GVAR(favoritesOnly)) then {
private _fnc_fillRightContainer = {
params ["_configCategory", "_className", ["_isUnique", false, [false]], ["_unknownOrigin", false, [false]]];
if (GVAR(favoritesOnly) && {!(_className in _currentCargo)} && {!((toLower _className) in GVAR(favorites))}) exitWith {};
if (GVAR(favoritesOnly) && {!(_className in _currentCargo)} && {!((toLowerANSI _className) in GVAR(favorites))}) exitWith {};
// If item is not in the arsenal, it must be unique
if (!_isUnique && {!(_className in GVAR(virtualItemsFlat))}) then {
@ -89,7 +89,7 @@ private _fnc_fillRightContainer = {
_ctrlPanel lnbSetPicture [[_lbAdd, 0], _picture];
_ctrlPanel lnbSetValue [[_lbAdd, 2], parseNumber _isUnique];
_ctrlPanel lnbSetTooltip [[_lbAdd, 0], format ["%1\n%2", _displayName, _className]];
if ((toLower _className) in GVAR(favorites)) then {
if ((toLowerANSI _className) in GVAR(favorites)) then {
_ctrlPanel lnbSetColor [[_lbAdd, 1], FAVORITES_COLOR];
_ctrlPanel lnbSetColorRight [[_lbAdd, 1], FAVORITES_COLOR];
};

View File

@ -47,7 +47,7 @@ private _groups = (GVAR(actionList) select _panel) select {
private _show = _groups isNotEqualTo [];
private _actionsBoxCtrl = _display displayCtrl IDC_actionsBox;
_actionsBoxCtrl ctrlShow _show;
_actionsBoxCtrl ctrlCommit 0.15;
_actionsBoxCtrl ctrlCommit FADE_DELAY;
if (!_show) exitWith {};
@ -77,7 +77,6 @@ private _items = _group select 3 select {
};
_actionsCurrentPageCtrl ctrlSetText (_group select 1);
_actionsCurrentPageCtrl ctrlSetFade 0;
_actionsCurrentPageCtrl ctrlShow true;
_actionsCurrentPageCtrl ctrlCommit 0;
@ -85,36 +84,22 @@ private _activeCtrls = [];
{
_x params ["", "_type", "_label", "_statement"];
private _idc = IDC_actionsText1 + _forEachIndex * 2;
private _actionTextCtrl = _display displayCtrl _idc;
private _actionButtonCtrl = _display displayCtrl (_idc + 1);
private _idc = IDC_actionsText1 + _type + _forEachIndex * 2;
private _actionCtrl = _display displayCtrl _idc;
switch (_type) do {
case ACTION_TYPE_BUTTON: {
_actionButtonCtrl ctrlRemoveAllEventHandlers "ButtonClick";
_actionButtonCtrl ctrlAddEventHandler ["ButtonClick", {
_actionCtrl ctrlRemoveAllEventHandlers "ButtonClick";
_actionCtrl ctrlAddEventHandler ["ButtonClick", {
if (is3DEN) exitWith {[true] call FUNC(refresh)};
[{
[true] call FUNC(refresh);
}] call CBA_fnc_execNextFrame;
}];
if (_activeCtrls isNotEqualTo []) then {
(ctrlPosition (_activeCtrls select -1)) params ["", "_lastPosY", "", "_lastPosH"];
_actionButtonCtrl ctrlSetPositionY (_lastPosY + _lastPosH + GRID_H);
} else {
_actionButtonCtrl ctrlSetPositionY (6 * GRID_H);
};
_actionButtonCtrl ctrlAddEventHandler ["ButtonClick", _statement];
_actionButtonCtrl ctrlSetText _label;
_actionButtonCtrl ctrlSetFade 0;
_actionButtonCtrl ctrlEnable true;
_actionButtonCtrl ctrlCommit 0;
_actionTextCtrl ctrlSetFade 1;
_actionTextCtrl ctrlEnable false;
_actionTextCtrl ctrlCommit 0;
_activeCtrls pushBack _actionButtonCtrl;
_actionCtrl ctrlAddEventHandler ["ButtonClick", _statement];
_actionCtrl ctrlSetText _label;
_actionCtrl ctrlEnable true;
};
case ACTION_TYPE_TEXT: {
private _text = call _statement;
@ -125,47 +110,35 @@ private _activeCtrls = [];
if (_text isEqualType []) then {
_text = _text joinString endl;
};
_actionCtrl ctrlSetText _text;
_actionCtrl ctrlSetPositionH (ctrlTextHeight _actionCtrl);
_actionCtrl ctrlEnable false;
};
};
if (_activeCtrls isNotEqualTo []) then {
(ctrlPosition (_activeCtrls select -1)) params ["", "_lastPosY", "", "_lastPosH"];
_actionTextCtrl ctrlSetPositionY (_lastPosY + _lastPosH + GRID_H);
_actionCtrl ctrlSetPositionY (_lastPosY + _lastPosH + GRID_H);
} else {
_actionTextCtrl ctrlSetPositionY (5 * GRID_H);
_actionCtrl ctrlSetPositionY ((5 + _type) * GRID_H);
};
_actionTextCtrl ctrlSetText _text;
_actionTextCtrl ctrlSetPositionH (ctrlTextHeight _actionTextCtrl);
_actionTextCtrl ctrlSetFade 0;
_actionTextCtrl ctrlEnable false;
_actionTextCtrl ctrlCommit 0;
_actionButtonCtrl ctrlSetFade 1;
_actionButtonCtrl ctrlEnable false;
_actionButtonCtrl ctrlCommit 0;
_activeCtrls pushBack _actionTextCtrl;
};
default {
_actionTextCtrl ctrlSetFade 1;
_actionTextCtrl ctrlCommit 0;
_actionButtonCtrl ctrlSetFade 1;
_actionButtonCtrl ctrlEnable false;
_actionButtonCtrl ctrlCommit 0;
};
};
_actionCtrl ctrlShow true;
_actionCtrl ctrlCommit 0;
_activeCtrls pushBack _actionCtrl;
} forEach _items;
private _actionCount = count _items;
{
private _idc = IDC_actionsText1 + _x * 2;
private _actionTextCtrl = _display displayCtrl _idc;
private _actionButtonCtrl = _display displayCtrl (_idc + 1);
private _idc = ctrlIDC _x;
if (_idc < IDC_actionsText1 || _idc > IDC_actionsButton5) then {continue};
_actionTextCtrl ctrlSetFade 1;
_actionTextCtrl ctrlCommit 0;
_actionButtonCtrl ctrlSetFade 1;
_actionButtonCtrl ctrlCommit 0;
} forEach ([0, 1, 2, 3, 4] select [_actionCount, 5]);
_x ctrlShow false;
_x ctrlEnable false;
_x ctrlSetPositionY 0;
_x ctrlCommit 0;
} forEach ((allControls _actionsBoxCtrl) select {!(_x in _activeCtrls)});
private _pos = ctrlPosition _actionsBoxCtrl;
(ctrlPosition (_activeCtrls select -1)) params ["", "_lastPosY", "", "_lastPosH"];
private _actionsBoxHeight = _lastPosY + _lastPosH + GRID_H;
_actionsBoxCtrl ctrlSetPositionH _actionsBoxHeight;

View File

@ -78,10 +78,10 @@ if (!isNull curatorCamera) then {
// Make face and voice selection JIP compatible; 3DEN doesn't need this though
if (isMultiplayer && {!is3DEN}) then {
private _id = [QGVAR(broadcastFace), [GVAR(center), GVAR(currentFace)], QGVAR(centerFace_) + netId GVAR(center)] call CBA_fnc_globalEventJIP;
private _id = [QGVAR(broadcastFace), [GVAR(center), GVAR(currentFace)], QGVAR(centerFace_) + hashValue GVAR(center)] call CBA_fnc_globalEventJIP;
[_id, GVAR(center)] call CBA_fnc_removeGlobalEventJIP;
_id = [QGVAR(broadcastVoice), [GVAR(center), GVAR(currentVoice)], QGVAR(centerVoice_) + netId GVAR(center)] call CBA_fnc_globalEventJIP;
_id = [QGVAR(broadcastVoice), [GVAR(center), GVAR(currentVoice)], QGVAR(centerVoice_) + hashValue GVAR(center)] call CBA_fnc_globalEventJIP;
[_id, GVAR(center)] call CBA_fnc_removeGlobalEventJIP;
};

View File

@ -68,7 +68,7 @@ if (isNil QGVAR(virtualItems)) then {
GVAR(virtualItemsFlatAll) = +GVAR(virtualItemsFlat);
GVAR(currentFace) = face GVAR(center);
GVAR(currentVoice) = speaker GVAR(center);
GVAR(currentVoice) = (speaker GVAR(center)) call EFUNC(common,getConfigName);
GVAR(currentInsignia) = GVAR(center) call BIS_fnc_getUnitInsignia;
GVAR(currentAction) = "Stand";

View File

@ -27,9 +27,9 @@ private _favorited = false;
// Favorites/blacklist will always be lowercase to handle configCase changes
private _item = "";
if (_isLnB) then {
_item = toLower (_control lnbData [_curSel, 0]);
_item = toLowerANSI (_control lnbData [_curSel, 0]);
} else {
_item = toLower (_control lbData _curSel);
_item = toLowerANSI (_control lbData _curSel);
};
if (_item in GVAR(favorites)) then {

View File

@ -683,14 +683,19 @@ switch (GVAR(currentLeftPanel)) do {
TOGGLE_RIGHT_PANEL_HIDE
private _unitInsigniaConfig = configFile >> "CfgUnitInsignia" >> _item;
// Check for correct config: First mission, then campaign and finally regular config
private _itemCfg = missionConfigFile >> "CfgUnitInsignia" >> _item;
if (isNull _itemCfg) then {
_itemCfg = campaignConfigFile >> "CfgUnitInsignia" >> _item;
};
if (isNull _itemCfg) then {
_itemCfg = configFile >> "CfgUnitInsignia" >> _item;
};
// Display new items's info on the bottom right
if (isNull _unitInsigniaConfig) then {
[_display, _control, _curSel, missionConfigFile >> "CfgUnitInsignia" >> _item] call FUNC(itemInfo);
} else {
[_display, _control, _curSel, _unitInsigniaConfig] call FUNC(itemInfo);
};
[_display, _control, _curSel, _itemCfg] call FUNC(itemInfo);
};
};

View File

@ -31,7 +31,7 @@ private _tabToChange = [];
_stringCount = count _currentID;
// Make sure to keep at least 1 sort per category, so make default sort not deletable
if ("ace_alphabetically" in toLower (_currentID select [0, _stringCount - 3])) then {
if ("ace_alphabetically" in toLowerANSI (_currentID select [0, _stringCount - 3])) then {
continue;
};

View File

@ -25,7 +25,6 @@ if (count _loadout == 2) then {
if (count _loadout != 10) exitWith {[]};
private _weapon = "";
private _weaponsInfo = [];
private _uniqueBaseCfgText = "";
private _cfgWeapons = configFile >> "CfgWeapons";
@ -43,7 +42,7 @@ private _cfgVehicles = configFile >> "CfgVehicles";
// Check weapon & weapon attachments
{
// Magazines
// Magazines in weapons have 2 entries: Name and ammo count
if (_forEachIndex in [4, 5]) then {
_x params [["_magazine", ""], "_count"];
@ -69,23 +68,69 @@ private _cfgVehicles = configFile >> "CfgVehicles";
_x params [["_containerClass", ""], ["_items", []]];
if (_containerClass != "") then {
_uniqueBaseCfgText = (getText ([_cfgWeapons, _cfgVehicles] select (_forEachIndex == IDX_LOADOUT_BACKPACK) >> _containerClass >> QGVAR(uniqueBase))) call EFUNC(common,getConfigName);
if (_forEachIndex == IDX_LOADOUT_BACKPACK) then {
// Check for non-preset first
_uniqueBaseCfgText = [_containerClass, "CfgVehicles"] call CBA_fnc_getNonPresetClass;
if (_uniqueBaseCfgText != "") then {
(_x select 0) set [0, _uniqueBaseCfgText];
_containerClass = _uniqueBaseCfgText;
};
// Check if non-preset backpack has a unique base
_uniqueBaseCfgText = (getText (_cfgVehicles >> _containerClass >> QGVAR(uniqueBase))) call EFUNC(common,getConfigName);
if (_uniqueBaseCfgText != "") then {
_containerClass = _uniqueBaseCfgText;
};
_x set [0, _containerClass];
} else {
_uniqueBaseCfgText = (getText (_cfgWeapons >> _containerClass >> QGVAR(uniqueBase))) call EFUNC(common,getConfigName);
if (_uniqueBaseCfgText != "") then {
_x set [0, _uniqueBaseCfgText];
};
};
// Check if container has items that need replacing with a defined base
{
switch (true) do {
// Containers have 2 entries: Name and isBackpack
case (_x isEqualTypeArray ["", false]);
case (_x isEqualTypeArray ["", false]): {
_x params ["_containerClass", "_isBackpack"];
if (_containerClass != "") then {
if (_isBackpack) then {
// Check for non-preset first
_uniqueBaseCfgText = [_containerClass, "CfgVehicles"] call CBA_fnc_getNonPresetClass;
if (_uniqueBaseCfgText != "") then {
_containerClass = _uniqueBaseCfgText;
};
// Check if non-preset backpack has a unique base
_uniqueBaseCfgText = (getText (_cfgVehicles >> _containerClass >> QGVAR(uniqueBase))) call EFUNC(common,getConfigName);
if (_uniqueBaseCfgText != "") then {
_containerClass = _uniqueBaseCfgText;
};
_x set [0, _containerClass];
} else {
_uniqueBaseCfgText = (getText (_cfgWeapons >> _containerClass >> QGVAR(uniqueBase))) call EFUNC(common,getConfigName);
if (_uniqueBaseCfgText != "") then {
_x set [0, _uniqueBaseCfgText];
};
};
};
};
// Misc. items have 2 entries: Name and amount
case (_x isEqualTypeArray ["", 0]): {
_x params ["_item", "_arg"];
_x params ["_item"];
if (_item != "") then {
_uniqueBaseCfgText = (getText ([_cfgWeapons, _cfgVehicles] select ((_arg isEqualType false) && {_arg}) >> _item >> QGVAR(uniqueBase))) call EFUNC(common,getConfigName);
_uniqueBaseCfgText = (getText (_cfgWeapons >> _item >> QGVAR(uniqueBase))) call EFUNC(common,getConfigName);
if (_uniqueBaseCfgText != "") then {
_x set [0, _uniqueBaseCfgText];
@ -94,7 +139,7 @@ private _cfgVehicles = configFile >> "CfgVehicles";
};
// Weapons have 2 entries: Weapon info array and amount
case (_x isEqualTypeArray [[], 0]): {
_weaponsInfo = _x select 0;
_x params ["_weaponsInfo"];
// Check weapon & weapon attachments
{

View File

@ -160,7 +160,7 @@ private _magazineMiscItems = createHashMap;
{
_magazineMiscItems set [configName _x, nil];
} forEach ((toString {getNumber (_x >> "ACE_isUnique") == 1}) configClasses _cfgMagazines);
} forEach ((toString {getNumber (_x >> "ACE_isUnique") == 1 || getNumber (_x >> "ACE_asItem") == 1}) configClasses _cfgMagazines);
// Remove invalid/non-existent entries
_grenadeList deleteAt "";
@ -282,11 +282,42 @@ uiNamespace setVariable [QGVAR(CBAdisposableLaunchers), compileFinal _launchers]
uiNamespace setVariable [QGVAR(configItemsTools), compileFinal _toolList];
// Compatibility: Override baseWeapon for RHS optics
// No good way to do this via script for other attachments, needs manual compat
// No good way to do this via script for other RHS attachments, needs manual compat
private _baseWeaponCache = uiNamespace getVariable QGVAR(baseWeaponNameCache);
{
private _baseAttachment = configName (_cfgWeapons >> getText (_x >> "rhs_optic_base"));
if (_baseAttachment != "") then {
_baseWeaponCache set [toLower configName _x, _baseAttachment];
_baseWeaponCache set [toLowerANSI configName _x, _baseAttachment];
};
} forEach ("getText (_x >> 'rhs_optic_base') != ''" configClasses _cfgWeapons);
// Compatibility: Override baseWeapon for CBA Scripted Optics
// Adapted from https://github.com/Theseus-Aegis/Mods/blob/master/addons/armory/functions/fnc_getBaseVariant.sqf
private _isScriptedOptic = toString {
isClass (_x >> "CBA_ScriptedOptic") ||
{(getText (_x >> "weaponInfoType")) regexMatch "CBA_scriptedOptic.*?"}
};
{
private _xClass = toLowerANSI configName _x;
private _baseOptic = _xClass call FUNC(baseOptic);
if (_baseOptic != "" && {_baseOptic != _xClass}) then {
TRACE_2("updating baseOptic",_xClass,_baseOptic);
_baseWeaponCache set [_xClass, _baseOptic];
};
} forEach (_isScriptedOptic configClasses _cfgWeapons);
// Compatibility: Override baseWeapon for CBA Scripted Attachments
private _isScriptedAttachment = toString {
getText (_x >> "MRT_SwitchItemNextClass") != "" ||
{getText (_x >> "MRT_SwitchItemPrevClass") != ""}
};
{
private _xClass = toLowerANSI configName _x;
private _baseAttachment = _xClass call FUNC(baseAttachment);
if (_baseAttachment != "" && {_baseAttachment != _xClass}) then {
TRACE_2("updating baseAttachment",_xClass,_baseAttachment);
_baseWeaponCache set [_xClass, _baseAttachment];
};
} forEach (_isScriptedAttachment configClasses _cfgWeapons);

View File

@ -15,6 +15,10 @@
params ["_control"];
// https://community.bistudio.com/wiki/toString, see comment
// However, using 55295 did not work as expected, 55291 was found by trial and error
#define HIGHEST_VALUE_CHAR 55291
// When filling the sorting panel, FUNC(sortPanel) is called twice, so ignore first call
if (GVAR(ignoreFirstSortPanelCall)) exitWith {
GVAR(ignoreFirstSortPanelCall) = false;
@ -29,6 +33,7 @@ private _sortDirectionCtrl = _display displayCtrl ([IDC_sortLeftTabDirection, ID
private _cfgMagazines = configFile >> "CfgMagazines";
private _cfgFaces = configFile >> "CfgFaces";
private _cfgUnitInsignia = configFile >> "CfgUnitInsignia";
private _cfgUnitInsigniaCampaign = campaignConfigFile >> "CfgUnitInsignia";
private _cfgUnitInsigniaMission = missionConfigFile >> "CfgUnitInsignia";
if (_rightSort) then {
@ -126,7 +131,6 @@ private _selected = if (_right) then {
_panel lbData _curSel
};
private _originalNames = createHashMap;
private _item = "";
private _quantity = "";
private _itemCfg = configNull;
@ -136,12 +140,8 @@ private _fillerChar = toString [1];
private _magazineMiscItems = uiNamespace getVariable QGVAR(magazineMiscItems);
private _sortCache = uiNamespace getVariable QGVAR(sortCache);
private _faceCache = if (_cfgClass == _cfgFaces) then {
uiNamespace getVariable [QGVAR(faceCache), createHashMap]
} else {
createHashMap
};
private _faceCache = uiNamespace getVariable QGVAR(faceCache);
private _insigniaCache = uiNamespace getVariable QGVAR(insigniaCache);
private _countColumns = if (_right) then {
count lnbGetColumnsPosition _panel
@ -150,9 +150,9 @@ private _countColumns = if (_right) then {
};
private _for = if (_right) then {
for '_i' from 0 to (lnbSize _panel select 0) - 1
for "_i" from 0 to (lnbSize _panel select 0) - 1
} else {
for '_i' from 0 to (lbSize _panel) - 1
for "_i" from 0 to (lbSize _panel) - 1
};
_for do {
@ -163,6 +163,14 @@ _for do {
_panel lbData _i
};
// Check if entry is "Empty"
if (!_right && {(_panel lbValue _i) == -1}) then {
// Set to lowest/highest lexicographical value, so that "Empty" is always at the top
_panel lbSetTextRight [_i, ["", toString [HIGHEST_VALUE_CHAR, HIGHEST_VALUE_CHAR, HIGHEST_VALUE_CHAR, HIGHEST_VALUE_CHAR, HIGHEST_VALUE_CHAR]] select (_sortDirection == ASCENDING)];
continue;
};
// Get item's count
_quantity = if (_right) then {
parseNumber (_panel lnbText [_i, 2])
@ -179,18 +187,22 @@ _for do {
_itemCfg = if !(_cfgClass in [_cfgFaces, _cfgUnitInsignia]) then {
_cfgClass >> _item
} else {
// If insignia, check both config and mission file
// If insignia, check for correct config: First mission, then campaign and finally regular config
if (_cfgClass == _cfgUnitInsignia) then {
_itemCfg = _cfgClass >> _item;
_itemCfg = _cfgUnitInsigniaMission >> _item;
if (isNull _itemCfg) then {
_itemCfg = _cfgUnitInsigniaMission >> _item;
_itemCfg = _cfgUnitInsigniaCampaign >> _item;
};
if (isNull _itemCfg) then {
_itemCfg = _cfgUnitInsignia >> _item;
};
_itemCfg
} else {
// If face, check correct category
_cfgClass >> (_faceCache get _item) param [2, "Man_A3"] >> _item
_cfgClass >> (_faceCache getOrDefault [_item, []]) param [2, "Man_A3"] >> _item
};
};
@ -216,37 +228,29 @@ _for do {
_value
}, true];
// Save the current row's item's name in a cache and set text to it's sorting value
// Set the right text temporarily, so it can be used for sorting
if (_right) then {
_name = _panel lnbText [_i, 1];
_originalNames set [_item, _name];
// Use value, display name and classname to sort, which means a fixed alphabetical order is guaranteed
// Filler char has lowest lexicographical order possible
_panel lnbSetText [[_i, 1], format ["%1%2%4%3", _value, _name, _item, _fillerChar]];
// Filler char has lowest lexicographical value possible
_panel lnbSetTextRight [[_i, 1], format ["%1%2%4%3", _value, _panel lnbText [_i, 1], _item, _fillerChar]];
} else {
if (_item != "") then {
_name = _panel lbText _i;
_originalNames set [_item, _name];
// Use value, display name and classname to sort, which means a fixed alphabetical order is guaranteed
// Filler char has lowest lexicographical order possible
_panel lbSetText [_i, format ["%1%2%4%3", _value, _name, _item, _fillerChar]];
// Filler char has lowest lexicographical value possible
_panel lbSetTextRight [_i, format ["%1%2%4%3", _value, _panel lbText _i, _item, _fillerChar]];
};
};
};
// Sort alphabetically, find the previously selected item, select it again and reset text to original text
// Sort alphabetically, find the previously selected item and select it again
if (_right) then {
_panel lnbSort [1, _sortDirection == ASCENDING];
[_panel, 1] lnbSortBy ["TEXT", _sortDirection == ASCENDING, false, true, true]; // do not support unicode, as it's much more performance intensive (~3x more)
_for do {
_item = _panel lnbData [_i, 0];
// Remove sorting text, as it blocks the item name otherwise
_panel lnbSetTextRight [[_i, 1], ""];
_panel lnbSetText [[_i, 1], _originalNames get _item];
// Set selection after text, otherwise item info box on the right side shows invalid name
if (_curSel != -1 && {_item == _selected}) then {
if (_curSel != -1 && {(_panel lnbData [_i, 0]) == _selected}) then {
_panel lnbSetCurSelRow _i;
// To avoid unnecessary checks after previsouly selected item was found
@ -254,17 +258,17 @@ if (_right) then {
};
};
} else {
lbSort [_panel, ["DESC", "ASC"] select _sortDirection];
_panel lbSortBy ["TEXT", _sortDirection == ASCENDING, false, true, true]; // do not support unicode, as it's much more performance intensive (~3x more)
_for do {
_item = _panel lbData _i;
// Check if valid item (problems can be caused when searching)
if (_item != "") then {
_panel lbSetText [_i, _originalNames get _item];
// Remove sorting text, as it blocks the item name otherwise
_panel lbSetTextRight [_i, ""];
};
// Set selection after text, otherwise item info box on the right side shows invalid name
if (_curSel != -1 && {_item == _selected}) then {
_panel lbSetCurSel _i;

View File

@ -17,7 +17,7 @@ params ["", "_config"];
TRACE_1("statTextStatement_binoVisionMode",_config);
private _text = [];
private _visionModes = getArray (_config >> "visionMode") apply {toLower _x};
private _visionModes = getArray (_config >> "visionMode") apply {toLowerANSI _x};
{
if (_x in _visionModes) then {
_text pushBack (localize ([LSTRING(VisionNormal), LSTRING(VisionNight), LSTRING(VisionThermal)] select _forEachIndex));

View File

@ -0,0 +1,26 @@
#include "..\script_component.hpp"
/*
* Author: PabstMirror
* Text statement for the load stat.
*
* Arguments:
* 0: Stats <ARRAY>
* 1: Item config path <CONFIG>
*
* Return Value:
* Stat Text <STRING>
*
* Public: No
*/
params ["_stats", "_config"];
TRACE_2("statTextStatement_load",_stats,_config);
if (!isNull (_config >> "ItemInfo" >> "containerClass")) then { // Uniform/Vest
_config = configfile >> "CfgVehicles" >> getText (_config >> "ItemInfo" >> "containerClass");
};
private _load = getNumber (_config >> (_stats # 0));
if (_load <= 0) exitWith { LELSTRING(common,none) };
format ["%1kg (%2lb)", (_load * 0.1 * (1 / 2.2046)) toFixed 2, (_load * 0.1) toFixed 2]

View File

@ -17,7 +17,7 @@ params ["", "_config"];
TRACE_1("statTextStatement_scopeVisionMode",_config);
private _opticsModes = ("true" configClasses (_config >> "ItemInfo" >> "OpticsModes")) apply {
private _visionMode = getArray (_x >> "visionMode") apply {toLower _x};
private _visionMode = getArray (_x >> "visionMode") apply {toLowerANSI _x};
[
getNumber (_x >> "useModelOptics") == 1, // Is in optics
_visionMode isEqualTo [], // Optional NVG

View File

@ -63,8 +63,12 @@ private _indexCurrentItems = -1;
};
// Backpack
case IDX_LOADOUT_BACKPACK: {
GVAR(currentItems) set [IDX_CURR_BACKPACK, _x param [0, ""]];
GVAR(currentItems) set [IDX_CURR_BACKPACK_ITEMS, _x param [1, []]];
_x params [["_backpack", ""], ["_items", []]];
if (_backpack != "") then {
_backpack = [_backpack, "CfgVehicles"] call CBA_fnc_getNonPresetClass;
};
GVAR(currentItems) set [IDX_CURR_BACKPACK, _backpack];
GVAR(currentItems) set [IDX_CURR_BACKPACK_ITEMS, _items];
};
// Helmet
case IDX_LOADOUT_HEADGEAR: {

View File

@ -101,6 +101,11 @@ private _fnc_uniqueEquipment = {
case IDX_LOADOUT_BACKPACK: {
_x params [["_containerClass", ""]];
// Handle preset (loaded/AI) backpacks
if (_containerClass != "" && _forEachIndex == IDX_LOADOUT_BACKPACK) then {
_containerClass = [_containerClass, "CfgVehicles"] call CBA_fnc_getNonPresetClass;
};
// Remove all unique equipment in tab; Add container as a unique equipment
[GVAR(virtualItems) get (_forEachIndex + 1), _containerClass] call _fnc_uniqueEquipment;
};

View File

@ -13,285 +13,97 @@
* Public: No
*/
#define NOT_IN_ARSENAL !(_name in GVAR(virtualItemsFlat))
params ["_loadout"];
private _extendedInfo = createHashMap;
// Check if the provided loadout is a CBA extended loadout
if (count _loadout == 2) then {
_extendedInfo = _loadout select 1;
_extendedInfo = +(_loadout select 1); // Copy the hashmap to prevent events from modifiyng the profileNamespace extendedInfo
if (_extendedInfo isEqualType []) then { // Hashmaps are serialized as arrays, convert back to hashmap
_extendedInfo = createHashMapFromArray _extendedInfo;
_loadout set [1, _extendedInfo]; // Also fix source variable, technically not needed but doesn't hurt
};
_loadout = _loadout select 0;
};
private _cfgWeapons = configFile >> "CfgWeapons";
private _cfgMagazines = configFile >> "CfgMagazines";
private _cfgVehicles = configFile >> "CfgVehicles";
private _cfgGlasses = configFile >> "CfgGlasses";
private _weapons = GVAR(virtualItems) get IDX_VIRT_WEAPONS;
private _attachments = GVAR(virtualItems) get IDX_VIRT_ATTACHMENTS;
private _name = "";
private _nullItemsAmount = 0;
private _unavailableItemsAmount = 0;
private _itemArray = [];
private _nullItemsList = [];
private _unavailableItemsList = [];
private _missingExtendedInfo = [];
// Search for all items and turn them into config case; Don't touch other value types
private _fnc_toConfigCase = {
// Search for all items and check their availability
private _fnc_filterLoadout = {
_this apply {
if (_x isEqualType "") then {
if (_x != "") then {
if (_x isEqualType "" && {_x != ""}) then {
_name = _x call EFUNC(common,getConfigName);
// If item doesn't exist in config, "" is returned
// Just return unaltered item name in that case, so it can be documented as being unavailable
[_x, _name] select (_name != "");
if (_name == "") then {
_nullItemsList pushBack _x;
} else {
_x
// Check if item or its base weapon exist in the arsenal
if NOT_IN_ARSENAL then {
_name = _name call FUNC(baseWeapon);
if NOT_IN_ARSENAL then {
// This could be a backpack
private _temp = [_name, "CfgVehicles"] call CBA_fnc_getNonPresetClass;
if (_temp == "") then { // It's not
_unavailableItemsList pushBack _name;
_name = "";
} else { // It is
_name = _temp;
// Check if it's available again
if NOT_IN_ARSENAL then {
_unavailableItemsList pushBack _name;
_name = "";
};
};
};
};
};
_name
} else {
// Handle arrays
if (_x isEqualType []) then {
_x call _fnc_toConfigCase
_itemArray = _x call _fnc_filterLoadout;
// If "" is given as a container, an error is thrown, therefore, filter out all unavailable/null containers
if (count _itemArray == 2 && {(_itemArray select 0) isEqualTo ""} && {(_itemArray select 1) isEqualType []}) then {
_itemArray = [];
};
_itemArray
} else {
// All other types
// All other types and empty strings
_x
};
};
};
};
// Convert loadout to config case
// Convert loadout to config case and replace null/unavailable items
// Loadout might come from a different modpack, which might have different config naming
_loadout = _loadout call _fnc_toConfigCase;
_loadout = _loadout call _fnc_filterLoadout;
// Check a weapon, with its attachments and magazines, if items are available
private _fnc_weaponCheck = {
params ["_weaponArray", ["_index", -1]];
{
private _class = _extendedInfo getOrDefault [_x, ""];
private _cache = missionNamespace getVariable (_x + "Cache");
{
// Weapons and attachments
if (_x isEqualType "") then {
if (_x != "") then {
// Check if item exists
if (isClass (_cfgWeapons >> _x)) then {
// Get base weapon
_x = _x call FUNC(baseWeapon);
// Previously voices were stored in lower case (speaker command returns lower case), so this is to make old loadouts compatible
if (_class != "" && {_x == QGVAR(voice)}) then {
_class = _class call EFUNC(common,getConfigName);
};
if (_class != "" && {!(_class in _cache)}) then {
_missingExtendedInfo pushBack [_x, _class];
_extendedInfo deleteAt _x;
};
} forEach [QGVAR(insignia), QGVAR(face), QGVAR(voice)];
// Check if item is available in arsenal
if !(
// Weapon class name is at the very start of the array
if (_forEachIndex == 0) then {
// If the type of weapon is known, only look through that array
if (_index != -1) then {
// If binos, choose differently
if (_index == IDX_LOADOUT_BINO) then {
_x in (GVAR(virtualItems) get IDX_VIRT_BINO)
} else {
_x in (_weapons get _index)
};
} else {
_x in (_weapons get IDX_VIRT_PRIMARY_WEAPONS) ||
{_x in (_weapons get IDX_VIRT_SECONDARY_WEAPONS)} ||
{_x in (_weapons get IDX_VIRT_HANDGUN_WEAPONS)} ||
{_x in (GVAR(virtualItems) get IDX_VIRT_BINO)}
};
} else {
_x in (_attachments get IDX_VIRT_OPTICS_ATTACHMENTS) ||
{_x in (_attachments get IDX_VIRT_FLASHLIGHT_ATTACHMENTS)} ||
{_x in (_attachments get IDX_VIRT_MUZZLE_ATTACHMENTS)} ||
{_x in (_attachments get IDX_VIRT_BIPOD_ATTACHMENTS)}
}
) then {
_unavailableItemsList pushBackUnique _x;
_weaponArray set [_forEachIndex, ""];
INC(_unavailableItemsAmount);
};
} else {
_nullItemsList pushBackUnique _x;
_weaponArray set [_forEachIndex, ""];
INC(_nullItemsAmount);
};
};
} else {
// Magazines
if (_x isNotEqualTo []) then {
_x params ["_magazine"];
// Raise event for 3rd party: mostly for handling extended info
// Pass all items, including duplicates
[QGVAR(loadoutVerified), [_loadout, _extendedInfo, _nullItemsList, _unavailableItemsList, _missingExtendedInfo]] call CBA_fnc_localEvent;
// Check if item exists
if (isClass (_cfgMagazines >> _magazine)) then {
// Check if item is available in arsenal
if !(_magazine in (GVAR(virtualItems) get IDX_VIRT_ITEMS_ALL)) then {
_unavailableItemsList pushBackUnique _magazine;
_weaponArray set [_forEachIndex, []];
INC(_unavailableItemsAmount);
};
} else {
_nullItemsList pushBackUnique _magazine;
_weaponArray set [_forEachIndex, []];
INC(_nullItemsAmount);
};
};
};
} forEach _weaponArray;
};
private _item = "";
// Go through entire loadout to check if items are available in current arsenal
for "_dataIndex" from IDX_LOADOUT_PRIMARY_WEAPON to IDX_LOADOUT_ASSIGNEDITEMS do {
switch (_dataIndex) do {
// Primary weapon, Secondary weapon, Handgun weapon, Binoculars
case IDX_LOADOUT_PRIMARY_WEAPON;
case IDX_LOADOUT_SECONDARY_WEAPON;
case IDX_LOADOUT_HANDGUN_WEAPON;
case IDX_LOADOUT_BINO: {
[_loadout select _dataIndex, _dataIndex] call _fnc_weaponCheck;
};
// Uniform, vest, backpack
case IDX_LOADOUT_UNIFORM;
case IDX_LOADOUT_VEST;
case IDX_LOADOUT_BACKPACK: {
(_loadout select _dataIndex) params [["_item", ""], ["_containerItems", []]];
if (_item != "") then {
// Check if item exists
if (isClass (_cfgVehicles >> _item) || {isClass (_cfgWeapons >> _item)}) then {
// Check if item is available in arsenal
if !(_item in (GVAR(virtualItems) get (_dataIndex + 1))) then {
_unavailableItemsList pushBackUnique _item;
_loadout set [_dataIndex, []];
INC(_unavailableItemsAmount);
} else {
{
switch (true) do {
// Magazines have each 3 entries: Name, number of magazines and ammo count
case (_x isEqualTypeArray ["", 0, 0]): {
_x params ["_item"];
// Check if item exists
if (isClass (_cfgMagazines >> _item)) then {
// Check if item is available in arsenal
if !(
_item in (GVAR(virtualItems) get IDX_VIRT_ITEMS_ALL) ||
{_item in (GVAR(virtualItems) get IDX_VIRT_GRENADES)} ||
{_item in (GVAR(virtualItems) get IDX_VIRT_EXPLOSIVES)} ||
{_item in (GVAR(virtualItems) get IDX_VIRT_MISC_ITEMS)}
) then {
_unavailableItemsList pushBackUnique _item;
((_loadout select _dataIndex) select 1) set [_forEachIndex, []];
INC(_unavailableItemsAmount);
};
} else {
_nullItemsList pushBackUnique _item;
((_loadout select _dataIndex) select 1) set [_forEachIndex, []];
INC(_nullItemsAmount);
};
};
// Weapons have 2 entries: Weapon info array and amount
case (_x isEqualTypeArray [[], 0]): {
[_x select 0] call _fnc_weaponCheck;
};
// Misc. items have 2 entries: Name and amount, containers have 2 entries: Name and isBackpack
default {
_x params ["_item"];
// Check if item exists
if (
isClass (_cfgWeapons >> _item) ||
{isClass (_cfgMagazines >> _item)} ||
{isClass (_cfgGlasses >> _item)} ||
{isClass (_cfgVehicles >> _item)}
) then {
// Check if item is available in arsenal
if !(_item in GVAR(virtualItemsFlat)) then {
_unavailableItemsList pushBackUnique _item;
((_loadout select _dataIndex) select 1) set [_forEachIndex, []];
INC(_unavailableItemsAmount);
};
} else {
_nullItemsList pushBackUnique _item;
((_loadout select _dataIndex) select 1) set [_forEachIndex, []];
INC(_nullItemsAmount);
};
};
};
} forEach _containerItems;
};
} else {
_nullItemsList pushBackUnique _item;
_loadout set [_dataIndex, []];
INC(_nullItemsAmount);
};
};
};
// Headgear
case IDX_LOADOUT_HEADGEAR: {
_item = _loadout select _dataIndex;
if (_item != "") then {
// Check if item exists
if (isClass (_cfgWeapons >> _item)) then {
// Check if item is available in arsenal
if !(_item in (GVAR(virtualItems) get IDX_VIRT_HEADGEAR)) then {
_unavailableItemsList pushBackUnique _item;
_loadout set [_dataIndex, ""];
INC(_unavailableItemsAmount);
};
} else {
_nullItemsList pushBackUnique _item;
_loadout set [_dataIndex, ""];
INC(_nullItemsAmount);
};
};
};
// Facewear
case IDX_LOADOUT_GOGGLES: {
_item = _loadout select _dataIndex;
if (_item != "") then {
// Check if item exists
if (isClass (_cfgGlasses >> _item)) then {
// Check if item is available in arsenal
if !(_item in (GVAR(virtualItems) get IDX_VIRT_GOGGLES)) then {
_unavailableItemsList pushBackUnique _item;
_loadout set [_dataIndex, ""];
INC(_unavailableItemsAmount);
};
} else {
_nullItemsList pushBackUnique _item;
_loadout set [_dataIndex, ""];
INC(_nullItemsAmount);
};
};
};
// Assigned items: Map, Compass, Watch, GPS / UAV Terminal, Radio, NVGs
case IDX_LOADOUT_ASSIGNEDITEMS: {
private _assignedItems = _loadout select _dataIndex;
for "_subIndex" from 0 to 5 do {
_item = _assignedItems select _subIndex;
if (_item != "") then {
// Check if item exists
if (isClass (_cfgWeapons >> _item)) then {
// Check if item is available in arsenal
if !(_item in (GVAR(virtualItems) get (IDX_VIRT_NVG + ([2, 6, 4, 3, 5, 0] select _subIndex)))) then {
_unavailableItemsList pushBackUnique _item;
_assignedItems set [_subIndex, ""];
INC(_unavailableItemsAmount);
};
} else {
_nullItemsList pushBackUnique _item;
_assignedItems set [_subIndex, ""];
INC(_nullItemsAmount);
};
};
};
};
};
};
[[_loadout, _extendedInfo], _nullItemsAmount, _unavailableItemsAmount, _nullItemsList, _unavailableItemsList]
[[_loadout, _extendedInfo], _nullItemsList arrayIntersect _nullItemsList, _unavailableItemsList arrayIntersect _unavailableItemsList, _missingExtendedInfo]

View File

@ -15,6 +15,3 @@
#endif
#include "\z\ace\addons\main\script_macros.hpp"
#define ACTION_TYPE_BUTTON 0
#define ACTION_TYPE_TEXT 1

View File

@ -1191,7 +1191,7 @@
<Chinesesimp>支持夜视仪</Chinesesimp>
<Czech>Podpora nočního vidění</Czech>
<Turkish>Gece Görüş Desteği</Turkish>
<Korean>야간투시 지원여부</Korean>
<Korean>야간투시 지원</Korean>
</Key>
<Key ID="STR_ACE_Arsenal_statVisionMode_supPrim">
<English>Primary supported</English>
@ -1206,7 +1206,7 @@
<Chinese>主武器支援</Chinese>
<Chinesesimp>主镜支持</Chinesesimp>
<Czech>Hlavní část hledí podporuje</Czech>
<Korean>주무기 지원여부</Korean>
<Korean>주무기 지원</Korean>
</Key>
<Key ID="STR_ACE_Arsenal_statVisionMode_supSec">
<English>Secondary supported</English>
@ -1221,7 +1221,7 @@
<Chinese>次要武器支援</Chinese>
<Chinesesimp>副镜支持</Chinesesimp>
<Czech>Vedlejší část hledí podporuje</Czech>
<Korean>보조무기 지원여부</Korean>
<Korean>보조무기 지원</Korean>
</Key>
<Key ID="STR_ACE_Arsenal_statVisionMode_intPrim">
<English>Primary integrated</English>
@ -1236,15 +1236,23 @@
<Chinese>整合主武器</Chinese>
<Chinesesimp>主镜内置</Chinesesimp>
<Czech>Integrováno do hlavní části hledí</Czech>
<Korean>주무기 내장여부</Korean>
<Korean>주무기 내장</Korean>
</Key>
<Key ID="STR_ACE_Arsenal_statVisionMode_ti">
<English>Thermal integrated</English>
<Italian>Termico integrato</Italian>
<Japanese>熱画像装置内蔵</Japanese>
<Russian>Интегрирован тепловизор.</Russian>
<Korean>열화상 내장</Korean>
<French>Thermique intégrée</French>
</Key>
<Key ID="STR_ACE_Arsenal_statVisionMode_intPrimTi">
<English>Thermal &amp; Primary integrated</English>
<Italian>Termico e Primario integrato</Italian>
<Japanese>熱画像装置内蔵・プライマリに内蔵</Japanese>
<Russian>Интегрирован тепловизор и осн.прицел.</Russian>
<Korean>열화상과 주무기 내장</Korean>
<French>Thermique et primaire intégrés</French>
</Key>
<Key ID="STR_ACE_Arsenal_statVisionMode_NoSup">
<English>Not Supported</English>
@ -1600,6 +1608,7 @@
<Korean>내림차순</Korean>
<French>Décroissant</French>
<Portuguese>Decrescente</Portuguese>
<Russian>Нисходящий</Russian>
</Key>
<Key ID="STR_ACE_Arsenal_sortAscending">
<English>Ascending</English>
@ -1610,6 +1619,7 @@
<Korean>오름차순</Korean>
<French>Croissant</French>
<Portuguese>Crescente</Portuguese>
<Russian>Восходящий</Russian>
</Key>
<Key ID="STR_ACE_Arsenal_toolsTab">
<English>Tools</English>
@ -1636,6 +1646,7 @@
<Korean>장탄 수</Korean>
<French>Nombre de munitions</French>
<Portuguese>Quantidade de munição</Portuguese>
<Russian>Количество боеприпасов</Russian>
</Key>
<Key ID="STR_ACE_Arsenal_statIlluminators">
<English>Illuminators</English>
@ -1645,6 +1656,7 @@
<Korean>조명</Korean>
<Portuguese>Iluminadores</Portuguese>
<Japanese>イルミネーター</Japanese>
<Russian>Осветители</Russian>
</Key>
<Key ID="STR_ACE_Arsenal_defaultToFavoritesSetting">
<English>Default to Favorites</English>
@ -1655,6 +1667,7 @@
<Korean>즐겨찾기 기본값</Korean>
<French>Favoris par défaut</French>
<Portuguese>Favoritos por padrão</Portuguese>
<Russian>По умолчанию - Избранное</Russian>
</Key>
<Key ID="STR_ACE_Arsenal_defaultToFavoritesTooltip">
<English>Controls whether the ACE Arsenal defaults to showing all items or favorites.</English>
@ -1665,6 +1678,7 @@
<Korean>ACE 아스널이 기본적으로 모든 아이템 또는 즐겨찾기를 표시할 지 여부를 조정합니다.</Korean>
<French>Contrôle si l'arsenal ACE affiche par défaut tous les éléments ou les favoris.</French>
<Portuguese>Controla se o Arsenal ACE exibe por padrão todos os itens ou favoritos.</Portuguese>
<Russian>Определяет, будет ли в арсенале ACE по умолчанию отображаться все предметы или избранное.</Russian>
</Key>
<Key ID="STR_ACE_Arsenal_favoritesColorSetting">
<English>Favorites Color</English>
@ -1675,6 +1689,7 @@
<Korean>즐겨찾기 색상</Korean>
<French>Couleurs favorites</French>
<Portuguese>Cor dos favoritos</Portuguese>
<Russian>Избранный цвет</Russian>
</Key>
<Key ID="STR_ACE_Arsenal_favoritesColorTooltip">
<English>Highlight color for favorited items.</English>
@ -1685,6 +1700,7 @@
<Korean>즐겨찾기한 아이템을 색상으로 강조합니다.</Korean>
<French>Met en surbrillance les éléments favoris.</French>
<Portuguese>Cor de destaque para itens favoritados.</Portuguese>
<Russian>Выделите цветом любимые предметы.</Russian>
</Key>
<Key ID="STR_ACE_Arsenal_buttonFavoritesTooltip">
<English>Switch between displaying all items or your favorites.\nDouble click while holding Shift to add or remove an item.</English>
@ -1695,6 +1711,7 @@
<Korean>모든 아이템을 표시하거나 즐겨찾기를 표시할 때 전환합니다\nShift 키를 누른 상태에서 두 번 클릭하여 아이템을 추가하거나 제거합니다.</Korean>
<French>Change entre l'affichage de tous les éléments ou de vos favoris.\nDouble-cliquez en maintenant la touche Maj enfoncée pour ajouter ou supprimer un élément.</French>
<Portuguese>Alterna entre a exibição de todos os itens ou seus favoritos.\nClique duas vezes enquanto mantém pressionada a tecla Shift para adicionar ou remover um item.</Portuguese>
<Russian>Переключайтесь между отображением всех элементов или ваших избранных.\nДважды щелкните, удерживая Shift, чтобы добавить или удалить элемент.</Russian>
</Key>
<Key ID="STR_ACE_Arsenal_buttonSearchTooltip">
<English>Search\nCTRL + Click to enable live results</English>
@ -1702,6 +1719,8 @@
<Italian>Cerca\nCTRL + Click per modificare i risultati mentre scrivi</Italian>
<Japanese>検索\nCTRL + クリックで検索結果の即時表示を有効化</Japanese>
<Korean>검색\nCtrl + 클릭으로 실시간 검색 결과를 활성화</Korean>
<Russian>Поиск\nCtrl + Click для включения результатов в реальном времени</Russian>
<French>Recherche\nCTRL + clic pour modifier les résultats tout en écrivant</French>
</Key>
</Package>
</Project>

View File

@ -467,7 +467,6 @@ class GVAR(display) {
};
class actionsText1: RscTextMulti {
idc = IDC_actionsText1;
fade = 1;
x = QUOTE(0 * GRID_W);
y = QUOTE(5 * GRID_H);
w = QUOTE(45 * GRID_W);
@ -479,8 +478,6 @@ class GVAR(display) {
};
class actionsButton1: ctrlButton {
idc = IDC_actionsButton1;
onMouseEnter = QUOTE(ctrlSetFocus (_this select 0));
fade = 1;
text = "";
x = QUOTE(1 * GRID_W);
y = QUOTE(6 * GRID_H);
@ -567,6 +564,7 @@ class GVAR(display) {
colorSelect[] = {1,1,1,1};
colorSelect2[] = {1,1,1,1};
colorPictureRightSelected[] = {1,1,1,1};
colorTextRight[] = {0.5, 0.5, 0.5, 0};
onLBSelChanged = QUOTE(_this call FUNC(onSelChangedLeft));
onLBDblClick = QUOTE(_this call FUNC(onPanelDblClick));
onSetFocus = QUOTE(GVAR(leftTabFocus) = true);
@ -597,6 +595,7 @@ class GVAR(display) {
colorSelect[] = {1,1,1,1};
colorSelect2[] = {1,1,1,1};
colorPictureRightSelected[] = {1,1,1,1};
colorTextRight[] = {0.5, 0.5, 0.5, 0};
columns[] = {0.07, 0.15, 0.75};
idcLeft = IDC_arrowMinus;
idcRIght = IDC_arrowPlus;

View File

@ -1 +0,0 @@
#include "..\script_component.hpp"

View File

@ -22,10 +22,10 @@ private _ctrlElevationHigh = _dialog displayCtrl IDC_BUTTON_ELEV_HIGH;
private _ctrlElevationLow = _dialog displayCtrl IDC_BUTTON_ELEV_LOW;
GVAR(lastElevationMode) = param [0, GVAR(lastElevationMode)]; // update if passed a new value
GVAR(lastCharge) = lbCurSel _ctrlChargeList;
GVAR(lastTablePage) = lbCurSel _ctrlChargeList;
// get data for currently selected mag/mode combo:
(GVAR(magModeData) select GVAR(lastCharge)) params [["_muzzleVelocity", -1], ["_airFriction", 0]];
(GVAR(magModeData) select GVAR(lastTablePage)) params [["_muzzleVelocity", -1], ["_airFriction", 0]];
private _elevMin = _dialog getVariable [QGVAR(elevMin), 0];
private _elevMax = _dialog getVariable [QGVAR(elevMax), 0];
_ctrlElevationHigh ctrlSetTextColor ([[0.25,0.25,0.25,1],[1,1,1,1]] select GVAR(lastElevationMode));

View File

@ -1,8 +1,10 @@
#include "script_component.hpp"
if (!hasInterface) exitWith {};
#include "initKeybinds.inc.sqf"
GVAR(active) = false;
GVAR(initialised) = false;
[QEGVAR(vector,rangefinderData), {_this call FUNC(sord)}] call CBA_fnc_addEventHandler;
[QEGVAR(vector,rangefinderData), LINKFUNC(sord)] call CBA_fnc_addEventHandler;

View File

@ -57,7 +57,7 @@ if (!_isChemlight) then {
_unit addItem _itemName;
};
if (toLower _itemName in ["b_ir_grenade", "o_ir_grenade", "i_ir_grenade"]) then {
if (toLowerANSI _itemName in ["b_ir_grenade", "o_ir_grenade", "i_ir_grenade"]) then {
// Hack for dealing with X_IR_Grenade effect not dissapearing on deleteVehicle
detach _attachedObject;
_attachedObject setPos ((getPos _unit) vectorAdd [0, 0, -1000]);

View File

@ -3539,6 +3539,7 @@
<Korean>인공지능 사용</Korean>
<French>Utilisation de l'IA</French>
<Portuguese>Utilização por IA</Portuguese>
<Russian>Использование ИИ</Russian>
</Key>
<Key ID="STR_ACE_Ballistics_ammoUsageShort_illumination">
<English>Illum</English>
@ -3549,6 +3550,7 @@
<Korean>조명탄</Korean>
<French>Fusées éclairantes</French>
<Portuguese>Sinalizadoras</Portuguese>
<Russian>Осветители</Russian>
</Key>
<Key ID="STR_ACE_Ballistics_ammoUsageShort_concealment">
<English>Smoke</English>
@ -3559,6 +3561,7 @@
<Korean>연막탄</Korean>
<French>Fumigènes</French>
<Portuguese>Fumígenas</Portuguese>
<Russian>Дым</Russian>
</Key>
<Key ID="STR_ACE_Ballistics_ammoUsageShort_infantry">
<English>Inf</English>
@ -3569,6 +3572,7 @@
<Korean>보병</Korean>
<French>Infanterie</French>
<Portuguese>Infantaria</Portuguese>
<Russian>Пехота</Russian>
</Key>
<Key ID="STR_ACE_Ballistics_ammoUsageShort_lightVehicle">
<English>Veh</English>
@ -3579,6 +3583,7 @@
<Korean>차량</Korean>
<French>Véhicule</French>
<Portuguese>Veículo</Portuguese>
<Russian>Техника</Russian>
</Key>
<Key ID="STR_ACE_Ballistics_ammoUsageShort_armor">
<English>Armor</English>
@ -3589,6 +3594,7 @@
<Korean>기갑</Korean>
<French>Blindage</French>
<Portuguese>Blindagem</Portuguese>
<Russian>Бронетехника</Russian>
</Key>
<Key ID="STR_ACE_Ballistics_ammoUsageShort_aircraft">
<English>Air</English>
@ -3599,6 +3605,7 @@
<Korean>항공</Korean>
<French>Aviation</French>
<Portuguese>Aeronaves</Portuguese>
<Russian>Авиация</Russian>
</Key>
</Package>
</Project>

View File

@ -25,14 +25,14 @@ if (isServer) then {
};
["unit", FUNC(handlePlayerChanged)] call CBA_fnc_addPlayerEventHandler;
[QGVAR(moveInCaptive), FUNC(vehicleCaptiveMoveIn)] call CBA_fnc_addEventHandler;
[QGVAR(moveOutCaptive), FUNC(vehicleCaptiveMoveOut)] call CBA_fnc_addEventHandler;
[QGVAR(moveInCaptive), LINKFUNC(vehicleCaptiveMoveIn)] call CBA_fnc_addEventHandler;
[QGVAR(moveOutCaptive), LINKFUNC(vehicleCaptiveMoveOut)] call CBA_fnc_addEventHandler;
[QGVAR(setHandcuffed), FUNC(setHandcuffed)] call CBA_fnc_addEventHandler;
[QGVAR(setSurrendered), FUNC(setSurrendered)] call CBA_fnc_addEventHandler;
[QGVAR(setHandcuffed), LINKFUNC(setHandcuffed)] call CBA_fnc_addEventHandler;
[QGVAR(setSurrendered), LINKFUNC(setSurrendered)] call CBA_fnc_addEventHandler;
//Medical Integration Events
["ace_unconscious", FUNC(handleOnUnconscious)] call CBA_fnc_addEventHandler;
["ace_unconscious", LINKFUNC(handleOnUnconscious)] call CBA_fnc_addEventHandler;
if (!hasInterface) exitWith {};

View File

@ -27,7 +27,7 @@ if (_isUnconc) then {
};
} else {
//Woke up: if handcuffed, goto animation
if (_unit getVariable [QGVAR(isHandcuffed), false] && {vehicle _unit == _unit}) then {
if (_unit getVariable [QGVAR(isHandcuffed), false] && {isNull objectParent _unit}) then {
[_unit] call EFUNC(common,fixLoweredRifleAnimation);
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
};

View File

@ -145,6 +145,7 @@
<Polish>Załóż opaskę na oczy</Polish>
<Korean>포로 눈 가리기</Korean>
<Japanese>目隠しをする</Japanese>
<Russian>Завязать глаза пленному</Russian>
</Key>
<Key ID="STR_ACE_Captives_RemoveBlindfoldCaptive">
<English>Remove blindfold</English>
@ -154,6 +155,7 @@
<Polish>Zdejmij opaskę z oczu</Polish>
<Korean>눈가리개 풀기</Korean>
<Japanese>目隠しを外す</Japanese>
<Russian>Снять повязку с глаз</Russian>
</Key>
<Key ID="STR_ACE_Captives_CableTie">
<English>Cable Tie</English>
@ -484,7 +486,7 @@
<Chinesesimp>设置在光标下的单位成俘虏状态。</Chinesesimp>
<Korean>커서의 병력을 포박합니다.</Korean>
<Polish>Ustawia jednostkę pod kursorem jako jeniec.</Polish>
<Russian>Арестовывает указанный курсором юнит</Russian>
<Russian>Арестовывает указанный курсором юнит.</Russian>
<Portuguese>Torna a unidade sob o cursor um prisioneiro</Portuguese>
<French>Capture l'unité sous le curseur.</French>
<Czech>Nastaví jednotku pod kurzorem jako zajatce.</Czech>

View File

@ -22,11 +22,11 @@ private _type = typeOf _vehicle;
private _config = configOf _vehicle;
// If vehicle had space given to it via eden/public, then override config hasCargo setting
private _hasCargoPublic = _item getVariable QGVAR(hasCargo);
private _hasCargoPublic = _vehicle getVariable QGVAR(hasCargo);
private _hasCargoPublicDefined = !isNil "_canLoadPublic";
if (_hasCargoPublicDefined && {!(_hasCargoPublic isEqualType false)}) then {
WARNING_4("%1[%2] - Variable %3 is %4 - Should be bool",_item,_type,QGVAR(hasCargo),_hasCargoPublic);
WARNING_4("%1[%2] - Variable %3 is %4 - Should be bool",_vehicle,_type,QGVAR(hasCargo),_hasCargoPublic);
};
private _hasCargoConfig = getNumber (_config >> QGVAR(hasCargo)) == 1;

View File

@ -35,6 +35,11 @@
</Key>
<Key ID="STR_ACE_Cargo_deployObject">
<English>Deploy</English>
<Italian>Piazza</Italian>
<Russian>Разместить</Russian>
<Japanese>配置する</Japanese>
<Korean>배치하기</Korean>
<French>Déployer</French>
</Key>
<Key ID="STR_ACE_Cargo_ScrollAction">
<English>Raise/Lower | (Ctrl + Scroll) Rotate</English>
@ -61,7 +66,7 @@
<Italian>Bloccato</Italian>
<German>Blockiert</German>
<French>Bloqué</French>
<Japanese>取り付け不可</Japanese>
<Japanese>配置不可</Japanese>
<Korean>막힘</Korean>
<Chinesesimp>断开</Chinesesimp>
<Chinese>斷開</Chinese>
@ -277,12 +282,20 @@
<Key ID="STR_ACE_Cargo_LoadingItem">
<English>Loading %1 into %2...</English>
<Spanish>Cargando %1 en %2...</Spanish>
<Italian>Caricando %1 in %2...</Italian>
<Japanese>%1 を %2 に積み込んでいます・・・</Japanese>
<Russian>Загружаем %1 в %2...</Russian>
<Korean>%1을(를) %2에 싣는 중...</Korean>
<French>Chargement %1 dans %2...</French>
</Key>
<Key ID="STR_ACE_Cargo_UnloadingItem">
<English>Unloading %1 from %2...</English>
<Spanish>Descargando %1 de %2...</Spanish>
<Italian>Scaricando %1 da %2...</Italian>
<Japanese>%1 を %2 から降ろしています・・・</Japanese>
<Russian>Выгружаем %1 из %2...</Russian>
<Korean>%1을(를) %2(으)로부터 내리는 중...</Korean>
<French>Déchargement %1 de %2...</French>
</Key>
<Key ID="STR_ACE_Cargo_LoadingFailed">
<English>%1&lt;br/&gt;could not be loaded</English>
@ -323,6 +336,7 @@
<French>Ne peut pas être déchargé</French>
<Japanese>荷降ろし不可能です</Japanese>
<Korean>하역할 수가 없습니다</Korean>
<Russian>Не может быть выгружен</Russian>
</Key>
<Key ID="STR_ACE_Cargo_SizeMenu">
<English>Cargo Size: %1</English>
@ -331,6 +345,7 @@
<French>Encombrement fret: %1</French>
<Japanese>貨物のサイズ: %1</Japanese>
<Korean>화물 크기: %1</Korean>
<Russian>Размер груза: %1</Russian>
</Key>
<Key ID="STR_ACE_Cargo_customName_edenName">
<English>Custom Name</English>
@ -501,7 +516,7 @@
<Japanese>貨物の積み込み/積み下ろしに掛かる時間を変更します。\n時間 (秒) は、貨物のサイズにこの値を掛けたものです。</Japanese>
<Polish>Modyfikuje, jak długo zajmuje załadowywanie/wyładowywanie przedmiotów. \nCzasem, w sekundach, jest wielkość przedmiotu razy jego wartość.</Polish>
<Italian>Modifica il tempo impiegato per caricare o scaricare gli oggetti.\nIl tempo, in secondi, equivale alla dimensione dell'oggetto moltiplicata per questo valore</Italian>
<Russian>Изменяет время для загрузки/выгрузки предметов. \n Время (сек) - это размер предмета, умноженный на это значение.</Russian>
<Russian>Изменяет время для загрузки/выгрузки предметов. \nВремя (сек) - это размер предмета, умноженный на это значение.</Russian>
<Portuguese>Coeficiente de quanto tempo leva para carregar/descarregar itens.\nTempo, em segundos, é o tamanho do objeto multiplicado por esse valor.</Portuguese>
<French>Modifie le temps nécessaire pour charger/décharger des objets.\nLe temps, en secondes, est calculé en multipliant la taille de l'élément par ce coefficient.</French>
<Chinese>修改要花多長時間來裝載/卸載物品。\n時間以秒為單位而物品的大小數值與這個係數成比。</Chinese>
@ -564,9 +579,19 @@
</Key>
<Key ID="STR_ACE_Cargo_enableDeploy">
<English>Enable deploy</English>
<Italian>Abilita Piazzamento</Italian>
<Russian>Включить размещение</Russian>
<Japanese>配置機能を有効化</Japanese>
<Korean>배치 활성화</Korean>
<French>Permettre le placement</French>
</Key>
<Key ID="STR_ACE_Cargo_enableDeploy_description">
<English>Controls whether cargo items can be unloaded via the deploy method.</English>
<Italian>Determina se oggetti in carico possono essere scaricati e piazzati direttamente.</Italian>
<Russian>Определяет, можно ли выгружать грузы с помощью метода размещения.</Russian>
<Japanese>配置機能を介して貨物アイテムを降ろすことが出来るかどうかを制御します。</Japanese>
<Korean>배치 방법을 통해 화물 아이템을 내릴 수 있는지 여부를 제어합니다.</Korean>
<French>Contrôler si les éléments de cargaison peuvent être déchargés via la méthode de déploiement.</French>
</Key>
</Package>
</Project>

View File

@ -0,0 +1,6 @@
class CfgVehicles {
class FxCartridge;
class FxCartridge_65_caseless: FxCartridge {
GVAR(model) = ""; // note: the vanilla 6.5 caseless don't actually use this, just being safe
};
};

View File

@ -4,4 +4,4 @@ if (!hasInterface || !GVAR(enabled)) exitWith {};
GVAR(cachedCasings) = createHashMap;
GVAR(casings) = [];
["CAManBase", "FiredMan", {call FUNC(createCasing)}] call CBA_fnc_addClassEventHandler;
["CAManBase", "FiredMan", LINKFUNC(createCasing)] call CBA_fnc_addClassEventHandler;

View File

@ -15,3 +15,4 @@ class CfgPatches {
};
#include "CfgEventHandlers.hpp"
#include "CfgVehicles.hpp"

View File

@ -20,31 +20,30 @@ params ["_unit", "", "", "", "_ammo"];
if (!isNull objectParent _unit) exitWith {};
private _modelPath = GVAR(cachedCasings) get _ammo;
if (isNil "_modelPath") then {
private _modelPath = GVAR(cachedCasings) getOrDefaultCall [_ammo, {
private _cartridge = getText (configFile >> "CfgAmmo" >> _ammo >> "cartridge");
//Default cartridge is a 5.56mm model
_modelPath = switch (_cartridge) do {
case "FxCartridge_9mm": { "A3\Weapons_f\ammo\cartridge_small.p3d" };
case "FxCartridge_65": { "A3\weapons_f\ammo\cartridge_65.p3d" };
case "FxCartridge_762": { "A3\weapons_f\ammo\cartridge_762.p3d" };
case "FxCartridge_762x39": { "A3\weapons_f_enoch\ammo\cartridge_762x39.p3d" };
case "FxCartridge_93x64_Ball": { "A3\Weapons_F_Mark\Ammo\cartridge_93x64.p3d" };
case "FxCartridge_338_Ball": { "A3\Weapons_F_Mark\Ammo\cartridge_338_LM.p3d" };
case "FxCartridge_338_NM": { "A3\Weapons_F_Mark\Ammo\cartridge_338_NM.p3d" };
case "FxCartridge_127": { "A3\weapons_f\ammo\cartridge_127.p3d" };
case "FxCartridge_127x54": { "A3\Weapons_F_Mark\Ammo\cartridge_127x54.p3d" };
case "FxCartridge_slug": { "A3\weapons_f\ammo\cartridge_slug.p3d" };
case "FxCartridge_12Gauge_HE_lxWS": { "lxWS\weapons_1_f_lxws\Ammo\cartridge_he_lxws.p3d" };
case "FxCartridge_12Gauge_Slug_lxWS": { "lxWS\weapons_1_f_lxws\Ammo\cartridge_slug_lxws.p3d" };
case "FxCartridge_12Gauge_Smoke_lxWS": { "lxWS\weapons_1_f_lxws\Ammo\cartridge_smoke_lxws.p3d" };
case "FxCartridge_12Gauge_Pellet_lxWS": { "lxWS\weapons_1_f_lxws\Ammo\cartridge_pellet_lxws.p3d" };
case "": { "" };
default { "A3\Weapons_f\ammo\cartridge.p3d" };
if (_cartridge == "") then { // return (note: can't use exitWith)
""
} else {
private _cartridgeConfig = configFile >> "CfgVehicles" >> _cartridge;
// if explicitly defined, use ACE's config
if (isText (_cartridgeConfig >> QGVAR(model))) exitWith {
getText (_cartridgeConfig >> QGVAR(model))
};
GVAR(cachedCasings) set [_ammo, _modelPath];
};
// use casing's default model
private _model = getText (_cartridgeConfig >> "model");
if ("a3\weapons_f\empty" in toLowerANSI _model) exitWith { "" };
// Add file extension if missing (fileExists needs file extension)
if ((_model select [count _model - 4]) != ".p3d") then {
_model = _model + ".p3d";
};
["", _model] select (fileExists _model)
};
}, true];
if (_modelPath isEqualTo "") exitWith {};

View File

@ -2,6 +2,6 @@
if (!hasInterface) exitWith {};
["ace_firedPlayer", DFUNC(throwEH)] call CBA_fnc_addEventHandler;
// ["ace_firedPlayerNonLocal", DFUNC(throwEH)] call CBA_fnc_addEventHandler;
// ["ace_firedNonPlayer", DFUNC(throwEH)] call CBA_fnc_addEventHandler;
["ace_firedPlayer", LINKFUNC(throwEH)] call CBA_fnc_addEventHandler;
// ["ace_firedPlayerNonLocal", LINKFUNC(throwEH)] call CBA_fnc_addEventHandler;
// ["ace_firedNonPlayer", LINKFUNC(throwEH)] call CBA_fnc_addEventHandler;

View File

@ -1,5 +1,9 @@
class CfgMovesBasic {
class Default;
// Idle affects legs when weapon switching - fixes units sliding when holstering weapons
class Default {
idle = "";
};
// From ACRE
class ManActions {
GVAR(stop) = QGVAR(stop);

View File

@ -13,6 +13,7 @@ PREP(addLineToDebugDraw);
PREP(addSwayFactor);
PREP(addToInventory);
PREP(addWeapon);
PREP(adjustMagazineAmmo);
PREP(assignedItemFix);
PREP(assignObjectsInList);
PREP(ambientBrightness);

View File

@ -18,7 +18,7 @@
//////////////////////////////////////////////////
//Status Effect EHs:
[QGVAR(setStatusEffect), {_this call FUNC(statusEffect_set)}] call CBA_fnc_addEventHandler;
[QGVAR(setStatusEffect), LINKFUNC(statusEffect_set)] call CBA_fnc_addEventHandler;
["forceWalk", false, ["ace_advanced_fatigue", "ACE_SwitchUnits", "ACE_Attach", "ace_dragging", "ACE_Explosives", "ACE_Ladder", "ACE_Sandbag", "ACE_refuel", "ACE_rearm", "ACE_Trenches", "ace_medical_fracture"]] call FUNC(statusEffect_addType);
["blockSprint", false, ["ace_advanced_fatigue", "ace_dragging", "ace_medical_fracture"]] call FUNC(statusEffect_addType);
["setCaptive", true, [QEGVAR(captives,Handcuffed), QEGVAR(captives,Surrendered)]] call FUNC(statusEffect_addType);
@ -145,8 +145,7 @@ if (isServer) then {
INFO_3("[%1] DC - Was Zeus [%2] while controlling unit [%3] - manually clearing `bis_fnc_moduleRemoteControl_owner`",[_x] call FUNC(getName),_dcPlayer,_x);
_x setVariable ["bis_fnc_moduleRemoteControl_owner", nil, true];
};
nil
} count (curatorEditableObjects _zeusLogic);
} forEach (curatorEditableObjects _zeusLogic);
};
}];
};
@ -157,9 +156,9 @@ if (isServer) then {
INFO_2("Headbug Used: Name: %1, Animation: %2",_profileName,_animation);
}] call CBA_fnc_addEventHandler;
[QGVAR(fixCollision), FUNC(fixCollision)] call CBA_fnc_addEventHandler;
[QGVAR(fixFloating), FUNC(fixFloating)] call CBA_fnc_addEventHandler;
[QGVAR(fixPosition), FUNC(fixPosition)] call CBA_fnc_addEventHandler;
[QGVAR(fixCollision), LINKFUNC(fixCollision)] call CBA_fnc_addEventHandler;
[QGVAR(fixFloating), LINKFUNC(fixFloating)] call CBA_fnc_addEventHandler;
[QGVAR(fixPosition), LINKFUNC(fixPosition)] call CBA_fnc_addEventHandler;
["ace_loadPersonEvent", LINKFUNC(loadPersonLocal)] call CBA_fnc_addEventHandler;
["ace_unloadPersonEvent", LINKFUNC(unloadPersonLocal)] call CBA_fnc_addEventHandler;
@ -209,8 +208,8 @@ if (isServer) then {
}] call CBA_fnc_addEventHandler;
// Request framework
[QGVAR(requestCallback), FUNC(requestCallback)] call CBA_fnc_addEventHandler;
[QGVAR(receiveRequest), FUNC(receiveRequest)] call CBA_fnc_addEventHandler;
[QGVAR(requestCallback), LINKFUNC(requestCallback)] call CBA_fnc_addEventHandler;
[QGVAR(receiveRequest), LINKFUNC(receiveRequest)] call CBA_fnc_addEventHandler;
[QGVAR(systemChatGlobal), {systemChat _this}] call CBA_fnc_addEventHandler;
@ -219,7 +218,7 @@ if (isServer) then {
[QGVAR(enableSimulationGlobal), {(_this select 0) enableSimulationGlobal (_this select 1)}] call CBA_fnc_addEventHandler;
[QGVAR(setShotParents), {(_this select 0) setShotParents [_this select 1, _this select 2]}] call CBA_fnc_addEventHandler;
["ace_setOwner", {(_this select 0) setOwner (_this select 1)}] call CBA_fnc_addEventHandler;
[QGVAR(serverLog), FUNC(serverLog)] call CBA_fnc_addEventHandler;
[QGVAR(serverLog), LINKFUNC(serverLog)] call CBA_fnc_addEventHandler;
[QGVAR(claimSafe), LINKFUNC(claimSafeServer)] call CBA_fnc_addEventHandler;
};
@ -236,14 +235,14 @@ if (!isServer) then {
["ACEa", [player]] call CBA_fnc_serverEvent;
}] call CBA_fnc_addEventHandler;
} else {
["ACEa", FUNC(_handleRequestAllSyncedEvents)] call CBA_fnc_addEventHandler;
["ACEa", LINKFUNC(_handleRequestAllSyncedEvents)] call CBA_fnc_addEventHandler;
};
["ACEe", FUNC(_handleSyncedEvent)] call CBA_fnc_addEventHandler;
["ACEs", FUNC(_handleRequestSyncedEvent)] call CBA_fnc_addEventHandler;
["ACEe", LINKFUNC(_handleSyncedEvent)] call CBA_fnc_addEventHandler;
["ACEs", LINKFUNC(_handleRequestSyncedEvent)] call CBA_fnc_addEventHandler;
if (isServer) then {
[FUNC(syncedEventPFH), 0.5, []] call CBA_fnc_addPerFrameHandler;
[LINKFUNC(syncedEventPFH), 0.5, []] call CBA_fnc_addPerFrameHandler;
};
@ -361,7 +360,7 @@ addMissionEventHandler ["PlayerViewChanged", {
private _position = [player] call FUNC(getUavControlPosition);
private _seatAI = objNull;
private _turret = [];
switch (toLower _position) do {
switch (toLowerANSI _position) do {
case (""): {
_UAV = objNull; // set to objNull if not actively controlling
};
@ -392,8 +391,8 @@ addMissionEventHandler ["PlayerViewChanged", {
// Eventhandlers for player controlled machines
//////////////////////////////////////////////////
[QGVAR(displayTextStructured), {_this call FUNC(displayTextStructured)}] call CBA_fnc_addEventHandler;
[QGVAR(displayTextPicture), {_this call FUNC(displayTextPicture)}] call CBA_fnc_addEventHandler;
[QGVAR(displayTextStructured), LINKFUNC(displayTextStructured)] call CBA_fnc_addEventHandler;
[QGVAR(displayTextPicture), LINKFUNC(displayTextPicture)] call CBA_fnc_addEventHandler;
["ace_unconscious", {
params ["_unit", "_isUnconscious"];
@ -403,7 +402,7 @@ addMissionEventHandler ["PlayerViewChanged", {
};
}] call CBA_fnc_addEventHandler;
["ace_useItem", DFUNC(useItem)] call CBA_fnc_addEventHandler;
["ace_useItem", LINKFUNC(useItem)] call CBA_fnc_addEventHandler;
//////////////////////////////////////////////////
@ -499,10 +498,24 @@ GVAR(reloadMutex_lastMagazines) = [];
// Start the sway loop
//////////////////////////////////////////////////
["CBA_settingsInitialized", {
["multiplier", {
switch (true) do {
case (isWeaponRested ACE_player): {
GVAR(swayFactor) * GVAR(restedSwayFactor)
};
case (isWeaponDeployed ACE_player): {
GVAR(swayFactor) * GVAR(deployedSwayFactor)
};
default {
GVAR(swayFactor)
};
};
}, QUOTE(ADDON)] call FUNC(addSwayFactor);
[{
// frame after settingsInitialized to ensure all other addons have added their factors
if ((GVAR(swayFactorsBaseline) + GVAR(swayFactorsMultiplier)) isNotEqualTo []) then {
call FUNC(swayLoop)
if (GVAR(enableSway)) then {
call FUNC(swayLoop);
};
// check for pre-3.16 sway factors being added
if (!isNil {missionNamespace getVariable "ACE_setCustomAimCoef"}) then {

View File

@ -13,7 +13,7 @@ private _allPatches = "(configName _x) select [0,3] == 'ace'" configClasses (con
// Get all units[]
private _allUnits = [];
{
_allUnits append ((getArray (_x >> "units")) apply { toLower _x });
_allUnits append ((getArray (_x >> "units")) apply { toLowerANSI _x });
} forEach _allPatches;
{
private _class = configFile >> "CfgVehicles" >> _x;
@ -31,7 +31,7 @@ private _allUnits = [];
// Get all weapons[]
private _allWeapons = [];
{
_allWeapons append ((getArray (_x >> "weapons")) apply { toLower _x });
_allWeapons append ((getArray (_x >> "weapons")) apply { toLowerANSI _x });
} forEach _allPatches;
{
private _class = configFile >> "CfgWeapons" >> _x;
@ -50,7 +50,7 @@ private _allWeapons = [];
private _vics = "(configName _x) select [0,3] == 'ace'" configClasses (configFile >> "CfgVehicles");
{
if (((getNumber (_x >> "scope")) == 2) || {((getNumber (_x >> "scopeCurator")) == 2)}) then {
if (!((toLower configName _x) in _allUnits)) then {
if (!((toLowerANSI configName _x) in _allUnits)) then {
WARNING_2("Not in any units[] - %1 from %2",configName _x,configSourceMod _x);
_testPass = false;
};
@ -60,9 +60,9 @@ private _vics = "(configName _x) select [0,3] == 'ace'" configClasses (configFil
// Check if all public weapons are defined in a cfgPatch
private _weapons = "(configName _x) select [0,3] == 'ace'" configClasses (configFile >> "CfgWeapons");
{
private _type = toLower configName _x;
private _type = toLowerANSI configName _x;
if (((getNumber (_x >> "scope")) == 2) || {((getNumber (_x >> "scopeCurator")) == 2)}) then {
if (!((toLower configName _x) in _allWeapons)) then {
if (!((toLowerANSI configName _x) in _allWeapons)) then {
WARNING_2("Not in any weapons[] - %1 from %2",configName _x,configSourceMod _x);
_testPass = false;
};

View File

@ -14,7 +14,7 @@ private _vehicles = configProperties [configFile >> "CfgVehicles", "(isClass _x)
private _glassesConfig = configFile >> "CfgGlasses" >> _name;
if (((!isClass _weaponConfig) || {(getNumber (_weaponConfig >> "type")) in [1,2,4]}) && {!isClass _glassesConfig}) then {
diag_log text format ["%1 -> TransportItems -> %2 = Bad", _vehType, _name];
if ("ace" in toLower (_vehType + _name)) then { _testPass = false; };
if ("ace" in toLowerANSI (_vehType + _name)) then { _testPass = false; };
};
};
} forEach (configProperties [_x >> "TransportItems", "isClass _x", true]);
@ -23,7 +23,7 @@ private _vehicles = configProperties [configFile >> "CfgVehicles", "(isClass _x)
private _weaponConfig = configFile >> "CfgWeapons" >> _name;
if ((!isClass _weaponConfig) || {!((getNumber (_weaponConfig >> "type")) in [1,2,4])}) then {
diag_log text format ["%1 -> TransportWeapons -> %2 = Bad", _vehType, _name];
if ("ace" in toLower (_vehType + _name)) then { _testPass = false; };
if ("ace" in toLowerANSI (_vehType + _name)) then { _testPass = false; };
};
} forEach (configProperties [_x >> "TransportWeapons", "isClass _x", true]);
{
@ -31,7 +31,7 @@ private _vehicles = configProperties [configFile >> "CfgVehicles", "(isClass _x)
private _magConfig = configFile >> "CfgMagazines" >> _name;
if ((!isClass _magConfig)) then {
diag_log text format ["%1 -> TransportMagazines -> %2 = Bad", _vehType, _name];
if ("ace" in toLower (_vehType + _name)) then { _testPass = false; };
if ("ace" in toLowerANSI (_vehType + _name)) then { _testPass = false; };
};
} forEach (configProperties [_x >> "TransportMagazines", "isClass _x", true]);
{
@ -39,7 +39,7 @@ private _vehicles = configProperties [configFile >> "CfgVehicles", "(isClass _x)
private _vehConfig = configFile >> "CfgVehicles" >> _name;
if ((!isClass _vehConfig)) then {
diag_log text format ["%1 -> TransportBackpacks -> %2 = Bad", _vehType, _name];
if ("ace" in toLower (_vehType + _name)) then { _testPass = false; };
if ("ace" in toLowerANSI (_vehType + _name)) then { _testPass = false; };
};
} forEach (configProperties [_x >> "TransportBackpacks", "isClass _x", true]);
} forEach _vehicles;

View File

@ -43,8 +43,7 @@ if (isServer) then {
{
_x params ["", "_eventArgs","_ttl"];
[_eventName, _eventArgs, _ttl] call FUNC(_handleSyncedEvent);
false
} count _eventLog;
} forEach _eventLog;
INFO_1("[%1] synchronized",_eventName);
};

View File

@ -18,7 +18,7 @@
params ["_conditionName", "_conditionFunc"];
_conditionName = toLower _conditionName;
_conditionName = toLowerANSI _conditionName;
private _conditions = missionNamespace getVariable [QGVAR(InteractionConditions), [[],[]]];
_conditions params ["_conditionNames", "_conditionFuncs"];

View File

@ -18,7 +18,7 @@
*/
params ["_type", "_code", "_id"];
_type = toLower _type;
_type = toLowerANSI _type;
if !(_type in ["baseline", "multiplier"]) exitWith { ERROR_2("%1-%2 type unsupported",_type,_id); false };

View File

@ -24,7 +24,7 @@ if (_name in GVAR(syncedEvents)) exitWith {
false
};
private _eventId = [_name, FUNC(_handleSyncedEvent)] call CBA_fnc_addEventHandler;
private _eventId = [_name, LINKFUNC(_handleSyncedEvent)] call CBA_fnc_addEventHandler;
private _data = [_handler, [], _ttl, _eventId];
GVAR(syncedEvents) set [_name, _data];

View File

@ -1,7 +1,7 @@
#include "..\script_component.hpp"
/*
* Author: Garth 'L-H' de Wet
* Adds an item, weapon, or magazine to the unit's inventory or places it in a weaponHolder if no space.
* Adds an item, weapon, or magazine to the unit's inventory or places it in a weapon holder if no space.
*
* Arguments:
* 0: Unit <OBJECT>
@ -11,10 +11,10 @@
*
* Return Value:
* 0: Added to player <BOOL>
* 1: weaponholder <OBJECT>
* 1: Weapon holder item was placed in <OBJECT>
*
* Example:
* [bob, "classname", "", 5] call ace_common_fnc_addToInventory
* [player, "30Rnd_65x39_caseless_mag", "", 5] call ace_common_fnc_addToInventory
*
* Public: Yes
*/
@ -26,6 +26,7 @@ private _type = _classname call FUNC(getItemType);
private _canAdd = false;
private _canFitWeaponSlot = false;
private _addedToUnit = false;
private _weaponHolder = _unit;
switch (_container) do {
case "vest": {
@ -94,11 +95,13 @@ switch (_type select 0) do {
} else {
_addedToUnit = false;
private _pos = _unit modelToWorldVisual [0,1,0.05];
_weaponHolder = nearestObject [_unit, "WeaponHolder"];
_unit = createVehicle ["WeaponHolder_Single_F", _pos, [], 0, "NONE"];
_unit addWeaponCargoGlobal [_classname, 1];
_unit setPosATL _pos;
if (isNull _weaponHolder || {_unit distance _weaponHolder > 2}) then {
_weaponHolder = createVehicle ["GroundWeaponHolder", _unit, [], 0, "CAN_COLLIDE"];
};
_weaponHolder addWeaponCargoGlobal [_classname, 1];
};
};
@ -112,13 +115,13 @@ switch (_type select 0) do {
switch (_container) do {
case "vest": {
_unit addItemToVest _classname; //@todo Bug! A full magazine, ignoring ammo. No such command.
(vestContainer _unit) addMagazineAmmoCargo [_classname, 1, _ammoCount];
};
case "backpack": {
_unit addItemToBackpack _classname; //@todo Bug! A full magazine, ignoring ammo. No such command.
(backpackContainer _unit) addMagazineAmmoCargo [_classname, 1, _ammoCount];
};
case "uniform": {
_unit addItemToUniform _classname; //@todo Bug! A full magazine, ignoring ammo. No such command.
(uniformContainer _unit) addMagazineAmmoCargo [_classname, 1, _ammoCount];
};
default {
_unit addMagazine [_classname, _ammoCount];
@ -127,11 +130,13 @@ switch (_type select 0) do {
} else {
_addedToUnit = false;
private _pos = _unit modelToWorldVisual [0,1,0.05];
_weaponHolder = nearestObject [_unit, "WeaponHolder"];
_unit = createVehicle ["WeaponHolder_Single_F", _pos, [], 0, "NONE"];
_unit addMagazineCargoGlobal [_classname, 1/*_ammoCount*/]; //@todo Bug! This isn't really the ammo, but magazine count. No such command.
_unit setPosATL _pos;
if (isNull _weaponHolder || {_unit distance _weaponHolder > 2}) then {
_weaponHolder = createVehicle ["GroundWeaponHolder", _unit, [], 0, "CAN_COLLIDE"];
};
_weaponHolder addMagazineAmmoCargo [_classname, 1, _ammoCount];
};
};
@ -156,11 +161,13 @@ switch (_type select 0) do {
} else {
_addedToUnit = false;
private _pos = _unit modelToWorldVisual [0,1,0.05];
_weaponHolder = nearestObject [_unit, "WeaponHolder"];
_unit = createVehicle ["WeaponHolder_Single_F", _pos, [], 0, "NONE"];
_unit addItemCargoGlobal [_classname, 1];
_unit setPosATL _pos;
if (isNull _weaponHolder || {_unit distance _weaponHolder > 2}) then {
_weaponHolder = createVehicle ["GroundWeaponHolder", _unit, [], 0, "CAN_COLLIDE"];
};
_weaponHolder addItemCargoGlobal [_classname, 1];
};
};
@ -170,4 +177,4 @@ switch (_type select 0) do {
};
};
[_addedToUnit, _unit]
[_addedToUnit, _weaponHolder]

View File

@ -0,0 +1,107 @@
#include "..\script_component.hpp"
/*
* Author: Katalam, Blue, Brett Mayson, johnb43
* Handle adjusting a magazine's ammo
*
* Arguments:
* 0: Vehicle or Unit <OBJECT>
* 1: Item <STRING>
* 2: Ammo to adjust by <NUMBER> (default: -1)
*
* Return Value:
* How much the ammo was adjusted by <NUMBER>
*
* Example:
* [player, "30Rnd_556x45_Stanag", 1] call ace_common_fnc_adjustMagazineAmmo;
*
* Public: No
*/
params ["_unit", "_magazine", ["_count", -1]];
if (_count == 0) exitWith {0};
private _containers = if (_unit isKindOf "CAManBase") then {
[uniformContainer _unit, vestContainer _unit, backpackContainer _unit]
} else {
[_unit]
};
scopeName "main";
private _originalCount = _count;
private _container = objNull;
private _magazinesContainer = [];
private _newAmmoCount = 0;
private _removeAmmo = _count < 0;
private _maxMagazineAmmo = getNumber (configFile >> "CfgMagazines" >> _magazine >> "count");
{
_container = _x;
// Get all magazines of _magazine type
_magazinesContainer = (magazinesAmmoCargo _container) select {_x select 0 == _magazine};
// Get the ammo count, filter out magazines with 0 ammo
_magazinesContainer = (_magazinesContainer apply {_x select 1}) select {_x != 0};
// If there are none, skip to next container
if (_magazinesContainer isEqualTo []) then {
continue;
};
// Sort, smallest first when removing, largest first when adding
_magazinesContainer sort _removeAmmo;
if (_removeAmmo) then {
{
_count = _x + _count;
_container addMagazineAmmoCargo [_magazine, -1, _x];
if (_count >= 0) then {
// Only add magazine back if it's not empty
if (_count != 0) then {
_container addMagazineAmmoCargo [_magazine, 1, _count];
};
_originalCount breakOut "main";
};
} forEach _magazinesContainer;
} else {
// This loop only fills up partially filled magazines
{
// Fill the magazine to either its max or until all ammo has been added
_newAmmoCount = (_x + _count) min _maxMagazineAmmo;
if (_newAmmoCount <= _maxMagazineAmmo) then {
_container addMagazineAmmoCargo [_magazine, -1, _x];
_container addMagazineAmmoCargo [_magazine, 1, _newAmmoCount];
};
// Remove the ammo that was added
_count = _count - (_newAmmoCount - _x);
if (_count <= 0) then {
_originalCount breakOut "main";
};
} forEach (_magazinesContainer select {_x < _maxMagazineAmmo});
};
} forEach _containers;
// If there is still remaining ammo to add, try add it after having iterated through all containers
if (!_removeAmmo && _count > 0) then {
{
while {_count > 0 && {_x canAdd [_magazine, 1/* 2.18 , true*/]}} do {
_x addMagazineAmmoCargo [_magazine, 1, _count];
_count = _count - _maxMagazineAmmo;
};
} forEach _containers;
if (_count <= 0) then {
_originalCount breakOut "main";
};
};
_originalCount - _count

View File

@ -28,9 +28,7 @@ if (_list isEqualType "") then {
};
{
if (!isNil "_x") then {
if (_x isEqualType objNull) then {
if (local _x) then {
if (!isNil "_x" && {_x isEqualType objNull} && {local _x}) then {
if (_vehicle) then {
(vehicle _x) setVariable [_variable, _setting, _global];
TRACE_6("Set variable vehicle",_x,vehicle _x,typeOf (vehicle _x),_variable,_setting,_global);
@ -39,7 +37,4 @@ if (_list isEqualType "") then {
TRACE_5("Set variable",_x,typeOf _x,_variable,_setting,_global);
};
};
};
};
false
} count _list;
} forEach _list;

View File

@ -9,7 +9,7 @@
* 2: Namespace to store the cache on <NAMESPACE>
* 3: Cache uid <STRING>
* 4: Max duration of the cache <NUMBER>
* 5: Event that clears the cache (default: nil) <STRING>
* 5: Events that clear the cache (default: nil) <STRING or ARRAY of STRING>
*
* Return Value:
* Result of the function <ANY>
@ -20,13 +20,18 @@
* Public: No
*/
params ["_params", "_function", "_namespace", "_uid", "_duration", "_event"];
params ["_params", "_function", "_namespace", "_uid", "_duration", "_events"];
if ((_namespace getVariable [_uid, [-99999]]) select 0 < diag_tickTime) then {
_namespace setVariable [_uid, [diag_tickTime + _duration, _params call _function]];
// Does the cache need to be cleared on an event?
if (!isNil "_event") then {
if (!isNil "_events") then {
if (_events isEqualType "") then {
_events = [_events];
};
{
private _event = _x;
private _varName = format [QGVAR(clearCache_%1), _event];
private _cacheList = missionNamespace getVariable _varName;
@ -52,9 +57,9 @@ if ((_namespace getVariable [_uid, [-99999]]) select 0 < diag_tickTime) then {
missionNamespace setVariable [_varName, []];
}] call CBA_fnc_addEventHandler;
};
// Add this cache to the list of the event
_cacheList pushBack [_namespace, _uid];
} forEach _events;
};
#ifdef DEBUG_MODE_FULL

View File

@ -24,7 +24,7 @@
params ["_unit", "_vehicle", "_position", ["_checkDistance", false], ["_index", -1]];
_position = toLower _position;
_position = toLowerANSI _position;
// general
if (!alive _vehicle || {locked _vehicle > 1}) exitWith {false};

View File

@ -19,7 +19,7 @@
params ["_unit", "_target", ["_exceptions", []]];
_exceptions = _exceptions apply {toLower _x};
_exceptions = _exceptions apply {toLowerANSI _x};
private _owner = _target getVariable [QGVAR(owner), objNull];

View File

@ -66,8 +66,7 @@ GVAR(settingsMovedToSQF) = [];
INFO_1("%1 delayed functions running.",count GVAR(runAtSettingsInitialized));
{
(_x select 1) call (_x select 0);
false
} count GVAR(runAtSettingsInitialized);
} forEach GVAR(runAtSettingsInitialized);
GVAR(runAtSettingsInitialized) = nil; //cleanup
#ifdef DEBUG_MODE_FULL
@ -104,7 +103,7 @@ TRACE_1("Reading settings from missionConfigFile",_countOptions);
for "_index" from 0 to (_countOptions - 1) do {
private _optionEntry = _missionSettingsConfig select _index;
private _settingName = configName _optionEntry;
if ((toLower _settingName) in GVAR(cbaSettings_forcedSettings)) then {
if ((toLowerANSI _settingName) in GVAR(cbaSettings_forcedSettings)) then {
WARNING_1("Setting [%1] - Already Forced - ignoring missionConfig",_varName);
} else {
if ((isNil _settingName) && {(getNumber (_settingsConfig >> _settingName >> "movedToSQF")) == 0}) then {

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@ -44,7 +44,7 @@ private _settings = configProperties [configFile >> "ACE_Settings", "(isClass _x
private _cbaIsGlobal = (!_isClientSettable) || _isForced;
private _warnIfChangedMidMission = _cbaIsGlobal && {(getNumber (_config >> "canBeChanged")) == 0};
if (_isForced) then {GVAR(cbaSettings_forcedSettings) pushBack (toLower _varName);};
if (_isForced) then {GVAR(cbaSettings_forcedSettings) pushBack (toLowerANSI _varName);};
// Basic handling of setting types CBA doesn't support:
if (_typeName == "ARRAY") exitWith {

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@ -34,7 +34,7 @@ private _category = getText (_config >> "category");
private _cbaIsGlobal = (!_isClientSettable) || _isForced;
private _warnIfChangedMidMission = _cbaIsGlobal && {(getNumber (_config >> "canBeChanged")) == 0};
if (_isForced) then {GVAR(cbaSettings_forcedSettings) pushBack (toLower _varName);};
if (_isForced) then {GVAR(cbaSettings_forcedSettings) pushBack (toLowerANSI _varName);};
// Basic handling of setting types CBA doesn't support:
if (_typeName == "ARRAY") exitWith {
@ -103,4 +103,3 @@ private _return = [_varName, _cbaSettingType, [_localizedName, _localizedDescrip
TRACE_1("returned",_return);
if ((isNil "_return") || {!_return}) then {ERROR_1("Setting [%1] - CBA Error",_varName);};
_return

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@ -40,7 +40,7 @@ if ([_cbaRequiredAr, _cbaVersionAr] call cba_versioning_fnc_version_compare) the
};
//private _addons = activatedAddons; // broken with High-Command module, see #2134
private _addons = (cba_common_addons select {(_x select [0,4]) == "ace_"}) apply {toLower _x};
private _addons = (cba_common_addons select {(_x select [0,4]) == "ace_"}) apply {toLowerANSI _x};
private _oldAddons = [];
private _oldSources = [];
private _oldCompats = [];
@ -87,7 +87,7 @@ if (_oldCompats isNotEqualTo []) then {
///////////////
// check extensions
///////////////
private _platform = toLower (productVersion select 6);
private _platform = toLowerANSI (productVersion select 6);
if (!isServer && {_platform in ["linux", "osx"]}) then {
// Linux and OSX client ports do not support extensions at all
INFO("Operating system does not support extensions");

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@ -25,7 +25,7 @@ params ["_mode", ["_checkAll", false], ["_whitelist", "", [""]]];
TRACE_3("params",_mode,_checkAll,_whitelist);
//lowercase and convert whiteList String into array of strings:
_whitelist = toLower _whitelist;
_whitelist = toLowerANSI _whitelist;
_whitelist = _whitelist splitString "[,""']";
TRACE_1("Array",_whitelist);

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