/* * Author: PabstMirror * Opens the disarm dialog (allowing a person to remove items) * * Arguments: * 0: Caller (player) * 1: Target * * Return Value: * None * * Example: * [player, bob] call ace_disarming_fnc_openDisarmDialog * * Public: No */ #include "script_component.hpp" #define TEXTURES_RANKS [ \ "", \ "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa", \ "\A3\Ui_f\data\GUI\Cfg\Ranks\corporal_gs.paa", \ "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa", \ "\A3\Ui_f\data\GUI\Cfg\Ranks\lieutenant_gs.paa", \ "\A3\Ui_f\data\GUI\Cfg\Ranks\captain_gs.paa", \ "\A3\Ui_f\data\GUI\Cfg\Ranks\major_gs.paa", \ "\A3\Ui_f\data\GUI\Cfg\Ranks\colonel_gs.paa" \ ] PARAMS_2(_caller,_target); private "_display"; //Sanity Checks if (_caller != ACE_player) exitwith {ERROR("Player isn't caller?");}; if (!([_player, _target] call FUNC(canPlayerDisarmUnit))) exitWith {ERROR("Can't Disarm Unit");}; if (dialog) then {ERROR("Dialog open when trying to open disarm dialog"); closeDialog 0;}; disableSerialization; createDialog QGVAR(remoteInventory); _display = uiNamespace getVariable ["ACE_remoteInventory", displayNull]; if (isNull _display) exitWith {ERROR("Display is Null");}; GVAR(disarmTarget) = _target; //Setup Drop Event (on right pannel) (_display displayCtrl 632) ctrlAddEventHandler ["LBDrop", { if (isNull GVAR(disarmTarget)) exitWith {}; PARAMS_5(_ctrl,_xPos,_yPos,_idc,_itemInfo); EXPLODE_3_PVT((_itemInfo select 0),_displayText,_value,_data); if (isNull GVAR(disarmTarget)) exitWith {ERROR("disarmTarget is null");}; TRACE_2("Debug: Droping %1 from %2",_data,GVAR(disarmTarget)); ["DisarmDropItems", [GVAR(disarmTarget)], [ACE_player, GVAR(disarmTarget), [_data]]] call EFUNC(common,targetEvent); false //not sure what this does }]; //Setup PFEH [{ private ["_groundContainer", "_targetContainer", "_playerName", "_rankPicture", "_rankIndex", "_targetUniqueItems", "_holderUniqueItems", "_holder"]; disableSerialization; EXPLODE_2_PVT(_this,_args,_pfID); EXPLODE_3_PVT(_args,_player,_target,_display); if ((!([_player, _target] call FUNC(canPlayerDisarmUnit))) || {isNull _display} || {_player != ACE_player}) then { [_pfID] call CBA_fnc_removePerFrameHandler; GVAR(disarmTarget) = objNull; if (!isNull _display) then {closeDialog 0;}; //close dialog if still open } else { _groundContainer = _display displayCtrl 632; _targetContainer = _display displayCtrl 633; _playerName = _display displayCtrl 111; _rankPicture = _display displayCtrl 1203; //Show rank and name (just like BIS's inventory) _rankIndex = ((["PRIVATE", "CORPORAL", "SERGEANT", "LIEUTENANT", "CAPTAIN", "MAJOR", "COLONEL"] find (rank _target)) + 1); _rankPicture ctrlSetText (TEXTURES_RANKS select _rankIndex); _playerName ctrlSetText ([GVAR(disarmTarget)] call EFUNC(common,getName)); //Clear both inventory lists: lbClear _groundContainer; lbClear _targetContainer; //Show the items in the ground disarmTarget's inventory _targetUniqueItems = [GVAR(disarmTarget)] call FUNC(getAllGearUnit); [_targetContainer, _targetUniqueItems] call FUNC(showItemsInListbox); //Try to find a holder that the target is using to drop items into: _holder = objNull; { if ((_x getVariable [QGVAR(disarmUnit), objNull]) == _target) exitWith { _holder = _x; }; } forEach ((getpos _target) nearObjects [DISARM_CONTAINER, 3]); //If a holder exists, show it's inventory if (!isNull _holder) then { _holderUniqueItems = [_holder] call FUNC(getAllGearContainer); [_groundContainer, _holderUniqueItems] call FUNC(showItemsInListbox); }; }; }, 0, [_caller, _target, _display]] call CBA_fnc_addPerFrameHandler;