#include "script_component.hpp" #include "defines.hpp" #define TOOLS_TAB_ICON "\A3\ui_f\data\igui\cfg\actions\repair_ca.paa" ADDON = false; PREP_RECOMPILE_START; #include "XEH_PREP.hpp" PREP_RECOMPILE_END; #include "initSettings.inc.sqf" // Arsenal events [QGVAR(statsChangePage), LINKFUNC(buttonStatsPage)] call CBA_fnc_addEventHandler; [QGVAR(displayStats), LINKFUNC(handleStats)] call CBA_fnc_addEventHandler; [QGVAR(actionsChangePage), LINKFUNC(buttonActionsPage)] call CBA_fnc_addEventHandler; [QGVAR(displayActions), LINKFUNC(handleActions)] call CBA_fnc_addEventHandler; call FUNC(compileActions); call FUNC(compileSorts); call FUNC(compileStats); [QUOTE(ADDON), {!isNil QGVAR(camera)}] call CBA_fnc_registerFeatureCamera; // Compatibility with CBA scripted optics and disposable framework [QGVAR(displayOpened), { "CBA_optics_arsenalOpened" call CBA_fnc_localEvent; "CBA_disposable_arsenalOpened" call CBA_fnc_localEvent; EGVAR(common,blockItemReplacement) = true; }] call CBA_fnc_addEventHandler; [QGVAR(displayClosed), { "CBA_optics_arsenalClosed" call CBA_fnc_localEvent; "CBA_disposable_arsenalClosed" call CBA_fnc_localEvent; EGVAR(common,blockItemReplacement) = false; }] call CBA_fnc_addEventHandler; [QGVAR(cargoChanged), { params ["_display"]; // Only update actions if necessary, this can get performance-intensive using the arrow keys if (!GVAR(updateActionsOnCargoChange)) exitWith {}; private _actionInfo = [_display]; _actionInfo append GVAR(actionInfo); [QGVAR(displayActions), _actionInfo] call CBA_fnc_localEvent; }] call CBA_fnc_addEventHandler; // 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 [configName _x, 1]; } forEach (_insigniaCondition configClasses (campaignConfigFile >> "CfgUnitInsignia")); { GVAR(insigniaCache) set [configName _x, 2]; } forEach (_insigniaCondition configClasses (missionConfigFile >> "CfgUnitInsignia")); ADDON = true;