#include "..\script_component.hpp" #include "..\defines.hpp" /* * Author: mharis001, johnb43 * Adds compatible attachments or magazines for all weapons in 3DEN attribute. * * Arguments: * 0: Attribute controls group * * Return Value: * None * * Example: * [CONTROL] call ace_arsenal_fnc_attributeAddCompatible * * Public: No */ params ["_controlsGroup"]; private _category = lbCurSel (_controlsGroup controlsGroupCtrl IDC_ATTRIBUTE_CATEGORY); // Exit if selected category is not attachments or magazines if !(_category in [IDX_CAT_OPTICS_ATTACHMENTS, IDX_CAT_FLASHLIGHT_ATTACHMENTS, IDX_CAT_MUZZLE_ATTACHMENTS, IDX_CAT_BIPOD_ATTACHMENTS, IDX_CAT_ITEMS_ALL]) exitWith {}; private _configItems = uiNamespace getVariable QGVAR(configItems); private _attributeValue = uiNamespace getVariable [QGVAR(attributeValue), [[], 0]]; _attributeValue params ["_attributeItems"]; // Get list of all weapons in attribute items private _attributeWeapons = []; { _attributeWeapons append (_attributeItems arrayIntersect (keys _y)); } forEach (_configItems get IDX_VIRT_WEAPONS); private _itemsToAdd = createHashMap; // Add compatible attachments or magazines to attribute if (_category == IDX_CAT_ITEMS_ALL) then { // Add compatible attachments or magazines to attribute private _compatibleMagazines = createHashMap; // Get all compatible magazines for weapons { _compatibleMagazines insert [true, compatibleMagazines _x, []]; } forEach _attributeWeapons; // Check if magazines are in configItems { if (_x in (_configItems get IDX_VIRT_ITEMS_ALL)) then { _itemsToAdd set [_x, nil]; }; } forEach (keys _compatibleMagazines); } else { private _attachmentCategory = _category - 4; private _filter = ["optic", "pointer", "muzzle", "bipod"] select _attachmentCategory; private _compatibleItems = createHashMap; // CBA_fnc_compatibleItems returns config case sensitive names { _compatibleItems insert [true, [_x, _filter] call CBA_fnc_compatibleItems, []]; } forEach _attributeWeapons; // Check if attachments are in configItems { if ( _x in (_configItems get IDX_VIRT_ATTACHMENTS get IDX_VIRT_OPTICS_ATTACHMENTS) || {_x in (_configItems get IDX_VIRT_ATTACHMENTS get IDX_VIRT_FLASHLIGHT_ATTACHMENTS)} || {_x in (_configItems get IDX_VIRT_ATTACHMENTS get IDX_VIRT_MUZZLE_ATTACHMENTS)} || {_x in (_configItems get IDX_VIRT_ATTACHMENTS get IDX_VIRT_BIPOD_ATTACHMENTS)} ) then { _itemsToAdd set [_x, nil]; }; } forEach (keys _compatibleItems); }; // Only take items that can be found by default in the arsenal _attributeItems insert [-1, keys _itemsToAdd, true]; _attributeValue set [0, _attributeItems]; // Refresh the list for new items [_controlsGroup] call FUNC(attributeAddItems);