#include "script_component.hpp" /* * Author: mharis001, Glowbal, PabstMirror * Returns children actions for consumable items in player's inventory. * * Arguments: * 0: Player * * Return Value: * Actions * * Example: * [_unit] call ace_overheating_fnc_getConsumableChildren * * Public: No */ params ["_unit"]; private _fnc_getActions = { TRACE_1("Creating overheating consumable item actions",_unit); private _actions = []; private _cfgWeapons = configFile >> "CfgWeapons"; { private _config = _cfgWeapons >> _x; if (getNumber (_config >> QEXGVAR(field_rations,thirstQuenched)) > 0) then { private _displayName = getText (_config >> "displayName"); private _picture = getText (_config >> "picture"); // Exec next frame so closing interaction menu doesn't block progressBar private _action = [_x, _displayName, _picture, {[FUNC(coolWeaponWithItem), _this] call CBA_fnc_execNextFrame}, {true}, {}, _x] call EFUNC(interact_menu,createAction); _actions pushBack [_action, [], _unit]; }; } forEach (_unit call EFUNC(common,uniqueItems)); _actions }; [[], _fnc_getActions, _unit, QGVAR(overheatingConsumableActionsCache), 9999, "cba_events_loadoutEvent"] call EFUNC(common,cachedCall);