#include "script_component.hpp" if (hasInterface) then { #include "initKeybinds.sqf" // add camera interactions private _switchToCameraAction = ["SwitchToCamera", "Switch To Missile Camera", "", { // statement params ["_target", "_player", "_params"]; private _camera = _player getVariable [QGVAR(missileCamera), objNull]; [_camera] call FUNC(camera_switchTo); }, { // condition params ["_target", "_player", "_params"]; private _camera = _player getVariable [QGVAR(missileCamera), objNull]; private _projectile = _camera getVariable [QGVAR(missile), objNull]; !([] call FUNC(camera_userInCamera)) && { !(_camera isEqualTo objNull); } && { !(_projectile isEqualTo objNull) } }/*, { params ["_target", "_player", "_params"]; // insert children }*/] call EFUNC(interact_menu,createAction); ["CAManBase", 1, ["ACE_SelfActions"], _switchToCameraAction, true] call EFUNC(interact_menu,addActionToClass); GVAR(activeCamera) = objNull; GVAR(projectileHashMap) = createHashMap; // used in the seeker to get the namespace for the associated projectile };