/* * Author: NouberNou and esteldunedain * Compile the self action menu from config for an object's class * * Argument: * 0: Object or class name or * * Return value: * None * * Public: No */ #include "script_component.hpp"; EXPLODE_1_PVT(_this,_target); private ["_objectType","_actionsVarName"]; _objectType = _target; if (typeName _target == "OBJECT") then { _objectType = typeOf _target; }; _actionsVarName = format [QGVAR(SelfAct_%1), _objectType]; // Exit if the action menu is already compiled for this class if !(isNil {missionNamespace getVariable [_actionsVarName, nil]}) exitWith {}; private "_recurseFnc"; _recurseFnc = { private ["_actions", "_displayName", "_distance", "_icon", "_statement", "_selection", "_condition", "_showDisabled", "_enableInside", "_canCollapse", "_runOnHover", "_children", "_entry", "_entryCfg", "_insertChildren"]; EXPLODE_1_PVT(_this,_actionsCfg); _actions = []; for "_i" from 0 to (count _actionsCfg) - 1 do { _entryCfg = _actionsCfg select _i; if(isClass _entryCfg) then { _displayName = getText (_entryCfg >> "displayName"); _icon = getText (_entryCfg >> "icon"); _statement = compile (getText (_entryCfg >> "statement")); _condition = getText (_entryCfg >> "condition"); if (_condition == "") then {_condition = "true"}; // Add canInteract (including exceptions) and canInteractWith to condition _condition = _condition + format [QUOTE( && {[ARR_3(ACE_player, objNull, %1)] call EFUNC(common,canInteractWith)} ), getArray (_entryCfg >> "exceptions")]; _insertChildren = compile (getText (_entryCfg >> "insertChildren")); _showDisabled = (getNumber (_entryCfg >> "showDisabled")) > 0; _enableInside = (getNumber (_entryCfg >> "enableInside")) > 0; _canCollapse = (getNumber (_entryCfg >> "canCollapse")) > 0; _runOnHover = (getNumber (_entryCfg >> "runOnHover")) > 0; _condition = compile _condition; _children = [_entryCfg] call _recurseFnc; _entry = [ [ configName _entryCfg, _displayName, _icon, _statement, _condition, _insertChildren, [], [0,0,0], 10, //distace [_showDisabled,_enableInside,_canCollapse,_runOnHover] ], _children ]; _actions pushBack _entry; }; }; _actions }; private "_actionsCfg"; _actionsCfg = configFile >> "CfgVehicles" >> _objectType >> "ACE_SelfActions"; // Create a master action to base on self action _actions = [ [ [ "ACE_SelfActions", "Self Actions", "\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa", { // Dummy statement so it's not collapsed when there's no available actions true }, {[ACE_player, objNull, ["isNotInside","isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering"]] call EFUNC(common,canInteractWith)}, {}, [], "Spine3", 10, [false,true,false] ], [_actionsCfg] call _recurseFnc ] ]; missionNamespace setVariable [_actionsVarName, _actions];