/* * Author: esteldunedain * Create one action per passenger * * Arguments: * 0: Vehicle * 1: Player * 3: Parameters * * Return value: * Children actions * * Example: * [target, player, [params]] call ace_interaction_fnc_addPassengersActions * * Public: No */ #include "script_component.hpp" EXPLODE_3_PVT(_this,_vehicle,_player,_parameters); private ["_actions"]; _actions = []; { private ["_unit", "_icon"]; _unit = _x; if ((_unit != _player) && {(getText (configFile >> "CfgVehicles" >> (typeOf _x) >> "simulation")) != "UAVPilot"}) then { _icon = switch _unit do { case (driver _vehicle): { QUOTE(A3\ui_f\data\IGUI\RscIngameUI\RscUnitInfo\role_driver_ca.paa) }; case (gunner _vehicle): { QUOTE(A3\ui_f\data\IGUI\RscIngameUI\RscUnitInfo\role_gunner_ca.paa) }; case (commander _vehicle): { QUOTE(A3\ui_f\data\IGUI\RscIngameUI\RscUnitInfo\role_commander_ca.paa) }; default { "" }; }; if (_unit getVariable [QEGVAR(captives,isHandcuffed), false]) then { _icon = QUOTE(PATHTOEF(captives,UI\handcuff_ca.paa)); }; _actions pushBack [ [ str(_unit), [_unit, true] call EFUNC(common,getName), _icon, {}, {true}, {_this call FUNC(addPassengerActions);}, [_unit] ] call EFUNC(interact_menu,createAction), [], _unit ]; }; } forEach crew _vehicle; _actions