/* * Author: NouberNou and esteldunedain * Render all action points * * Argument: * None * * Return value: * None * * Public: No */ #include "script_component.hpp" GVAR(currentOptions) = []; private ["_player","_numInteractObjects","_numInteractions","_actionsVarName","_classActions","_objectActions","_target","_player","_action","_actionData","_active"]; _player = ACE_player; _fnc_renderNearbyActions = { // Render all nearby interaction menus #define MAXINTERACTOBJECTS 3 _numInteractObjects = 0; _nearestObjects = nearestObjects [(getPos ACE_player), ["All"], 15]; { _target = _x; _numInteractions = 0; // Prevent interacting with yourself or your own vehicle if (_target != ACE_player && {_target != vehicle ACE_player}) then { // Iterate through object actions, find base level actions and render them if appropiate _actionsVarName = format [QGVAR(Act_%1), typeOf _target]; GVAR(objectActionList) = _target getVariable [QGVAR(actions), []]; { // Only render them directly if they are base level actions if (count (_x select 1) == 0) then { // Try to render the menu _action = [_x,[]]; if ([_target, _action] call FUNC(renderBaseMenu)) then { _numInteractions = _numInteractions + 1; }; }; } forEach GVAR(objectActionList); // Iterate through base level class actions and render them if appropiate _classActions = missionNamespace getVariable [_actionsVarName, []]; { _action = _x; // Try to render the menu if ([_target, _action] call FUNC(renderBaseMenu)) then { _numInteractions = _numInteractions + 1; }; } forEach _classActions; // Limit the amount of objects the player can interact with if (_numInteractions > 0) then { _numInteractObjects = _numInteractObjects + 1; }; }; if (_numInteractObjects >= MAXINTERACTOBJECTS) exitWith {}; } forEach _nearestObjects; }; _fnc_renderSelfActions = { _target = _this; // Iterate through object actions, find base level actions and render them if appropiate _actionsVarName = format [QGVAR(SelfAct_%1), typeOf _target]; GVAR(objectActionList) = _target getVariable [QGVAR(selfActions), []]; /* { _action = _x; // Only render them directly if they are base level actions if (count (_action select 7) == 1) then { [_target, _action, 0, [180, 360]] call FUNC(renderMenu); }; } forEach GVAR(objectActionList); */ // Iterate through base level class actions and render them if appropiate _actionsVarName = format [QGVAR(SelfAct_%1), typeOf _target]; _classActions = missionNamespace getVariable [_actionsVarName, []]; { _action = _x; _pos = if !(visibleMap) then { (((positionCameraToWorld [0, 0, 0]) call EFUNC(common,positionToASL)) vectorAdd GVAR(selfMenuOffset)) call EFUNC(common,ASLToPosition) } else { [0.5, 0.5] }; [_target, _action, _pos] call FUNC(renderBaseMenu); } forEach _classActions; }; // Render nearby actions, unit self actions or vehicle self actions as appropiate if (GVAR(openedMenuType) == 0) then { if (vehicle ACE_player == ACE_player) then { call _fnc_renderNearbyActions; } else { (vehicle ACE_player) call _fnc_renderSelfActions; }; } else { ACE_player call _fnc_renderSelfActions; };