#include "script_component.hpp" #include "\z\ace\addons\arsenal\defines.hpp" #include "\a3\ui_f\hpp\defineDIKCodes.inc" enableSaving [false, false]; cba_diagnostic_projectileMaxLines = 10; [QGVAR(displayOpened), { private _player = player; // player pose [{ switch (true) do { case (primaryWeapon _this != ""): { _this switchMove "amovpercmstpslowwrfldnon"; }; case (handgunWeapon _this != ""): { _this switchMove "amovpercmstpslowwpstdnon"; }; default { _this switchMove "amovpercmstpsnonwnondnon"; }; }; }, _player] call CBA_fnc_execNextFrame; // hide everything except the player { _x enableSimulation false; _x hideObject true; } forEach (allMissionObjects "" - [_player]); _player call CBA_fnc_removeUnitTrackProjectiles; _player setFatigue 0; // Esc to close mission { private _display = findDisplay IDD_ace_arsenal; _display displayAddEventHandler ["KeyDown", { params ["_display", "_key", "_shift"]; if (_key isEqualTo DIK_ESCAPE && {!_shift}) then { [_display] spawn { disableSerialization; params ["_display"]; private _return = [ localize "str_sure", localize "str_a3_rscdisplaymain_buttonexit", true, false, _display, false, true ] call BIS_fnc_GUImessage; if (_return) then { profileNamespace setVariable [QGVAR(missionLastLoadout), getUnitLoadout player]; _display closeDisplay 2; findDisplay 46 closeDisplay 0; }; }; true }; }]; private _buttonClose = _display displayCtrl IDC_menuBarClose; _buttonClose ctrlSetText localize "str_a3_rscdisplayarsenal_buttonok"; } call CBA_fnc_execNextFrame; }] call CBA_fnc_addEventHandler; [QGVAR(displayClosed), { private _player = player; // unhide everthing { _x enableSimulation true; _x hideObject false; } forEach allMissionObjects ""; // update VR unit gear { private _unit = _x; removeVest _unit; _unit addVest vest _player; removeBackpack _unit; _unit addBackpack backpack _player; removeHeadgear _unit; _unit addHeadgear headgear _player; removeGoggles _unit; _unit addGoggles goggles _player; removeAllWeapons _unit; _unit addWeapon primaryWeapon _player; { _unit addPrimaryWeaponItem _x; } forEach primaryWeaponItems _player; _unit addWeapon secondaryWeapon _player; { _unit addSecondaryWeaponItem _x; } forEach secondaryWeaponItems _player; _unit addWeapon handgunWeapon _player; { _unit addHandgunItem _x; } forEach handgunItems _player; } forEach (entities [["B_Soldier_VR_F", "O_Soldier_VR_F", "I_Soldier_VR_F"], [], true]); _player call CBA_fnc_addUnitTrackProjectiles; }] call CBA_fnc_addEventHandler;