/* * Author: Nelson Duarte, SilentSpike * Updates spectator UI unit info widget * * Arguments: * None * * Return Value: * None * * Example: * [] call ace_spectator_fnc_ui_updateWidget * * Public: No */ #include "script_component.hpp" #define IMG_COMMANDER "a3\Ui_f\data\IGUI\Cfg\CommandBar\imageCommander_ca.paa" #define IMG_DRIVER "a3\Ui_f\data\IGUI\Cfg\CommandBar\imageDriver_ca.paa" #define IMG_GUNNER "a3\Ui_f\data\IGUI\Cfg\CommandBar\imageGunner_ca.paa" #define IMG_CARGO "a3\Ui_f\data\IGUI\Cfg\CommandBar\imageCommander_ca.paa" // Hide if no target or widget is toggled off if (!GVAR(uiWidgetVisible) || {isNull GVAR(camTarget)}) exitWith {CTRL_WIDGET ctrlShow false}; private _focus = GVAR(camTarget); private _name = ([_focus] call EFUNC(common,getName)) select [0, NAME_MAX_CHARACTERS]; if !(isPlayer _focus) then { _name = format ["%1: %2", localize "str_player_ai", _name]; }; private _unitTypePicture = [_focus] call EFUNC(common,getVehicleIcon); private _vehicleTypePicture = getText (configFile >> "CfgVehicles" >> typeOf vehicle _focus >> "Picture"); private _insigniaTexture = ["GetGroupTexture", [group _focus]] call BIS_fnc_dynamicGroups; private _weapon = currentWeapon _focus; private _weaponPicture = if (_weapon != "") then { getText (configFile >> "CfgWeapons" >> _weapon >> "Picture"); } else { if (_focus != vehicle _focus) then { if (commander vehicle _focus == _focus) exitWith {IMG_COMMANDER}; if (driver vehicle _focus == _focus) exitWith {IMG_DRIVER}; if (gunner vehicle _focus == _focus) exitWith {IMG_GUNNER}; IMG_CARGO } else {""}; }; (getPlayerScores _focus) params [["_kills",0,[0]], ["_softKills",0,[0]], ["_armoredKills",0,[0]], ["_airKills",0,[0]], ["_deaths",0,[0]], ["_total",0,[0]]]; CTRL_WIDGET_NAME ctrlSetText _name; CTRL_WIDGET_AVATAR ctrlSetText _insigniaTexture; CTRL_WIDGET_KILLS ctrlSetText str _kills; CTRL_WIDGET_LAND ctrlSetText str _softKills; CTRL_WIDGET_ARMORED ctrlSetText str _armoredKills; CTRL_WIDGET_AIR ctrlSetText str _airKills; CTRL_WIDGET_DEATHS ctrlSetText str _deaths; CTRL_WIDGET_TOTAL ctrlSetText str _total; CTRL_WIDGET_WEAPON ctrlSetText _weaponPicture; CTRL_WIDGET_UNIT ctrlSetText (["",_unitTypePicture] select (vehicle _focus == _focus)); CTRL_WIDGET_UNIT ctrlShow (vehicle _focus == _focus); CTRL_WIDGET_VEHICLE ctrlSetText (["",_vehicleTypePicture] select (vehicle _focus != _focus)); CTRL_WIDGET_VEHICLE ctrlShow (vehicle _focus != _focus); CTRL_WIDGET_WEAPON ctrlShow (_weaponPicture != ""); CTRL_WIDGET_WEAPON_BACK ctrlShow (_weaponPicture != ""); // Handle widget toggling if !(ctrlShown CTRL_WIDGET) then { CTRL_WIDGET ctrlShow true; };