#include "script_component.hpp" #include "..\defines.hpp" /* * Author: mharis001 * 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 [4, 5, 6, 7, 8]) 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 (_configItems select 0) params ["_primaryWeapons", "_secondaryWeapons", "_handgunWeapons"]; private _attributeWeapons = _attributeItems select {_x in _primaryWeapons || {_x in _secondaryWeapons} || {_x in _handgunWeapons}}; // Add compatible attachments or magazines to attribute private _cfgWeapons = configFile >> "CfgWeapons"; private _itemsToAdd = []; if (_category == 8) then { private _magazineGroups = uiNamespace getVariable QGVAR(magazineGroups); private _cfgMagazines = configFile >> "CfgMagazines"; { private _weaponConfig = _cfgWeapons >> _x; { private _muzzleConfig = if (_x == "this") then {_weaponConfig} else {_weaponConfig >> _x}; // Only add existent magazines and ensure correct classname case private _magazines = getArray (_muzzleConfig >> "magazines") select {isClass (_cfgMagazines >> _x)}; _magazines = _magazines apply {configName (_cfgMagazines >> _x)}; _itemsToAdd append _magazines; { _itemsToAdd append ([_magazineGroups, toLower _x] call CBA_fnc_hashGet); } forEach getArray (_muzzleConfig >> "magazineWell"); } forEach getArray (_weaponConfig >> "muzzles"); } forEach _attributeWeapons; } else { private _attachmentCategory = _category - 4; private _filter = ["optic", "pointer", "muzzle", "bipod"] select _attachmentCategory; { _itemsToAdd append ([_x, _filter] call CBA_fnc_compatibleItems); } forEach _attributeWeapons; // Only add items with scope of 2 and ensure correct classname case _itemsToAdd = _itemsToAdd select {getNumber (_cfgWeapons >> _x >> "scope") == 2}; _itemsToAdd = _itemsToAdd apply {configName (_cfgWeapons >> _x)}; }; _attributeItems append _itemsToAdd; _attributeValue set [0, _attributeItems arrayIntersect _attributeItems]; // Refresh the list for new items [_controlsGroup] call FUNC(attributeAddItems);