#include "script_component.hpp" /* * Author: Garth 'L-H' de Wet * Opens the UI for explosive detonation selection * * Arguments: * 0: Unit * 1: Trigger classname * * Return Value: * None * * Example: * [player, "ACE_M26_Clacker"] call ACE_Explosives_fnc_addDetonateActions; * * Public: No */ params ["_unit", "_detonator"]; TRACE_2("params",_unit,_detonator); private _range = getNumber (ConfigFile >> "CfgWeapons" >> _detonator >> QGVAR(Range)); private _result = [_unit] call FUNC(getPlacedExplosives); private _children = []; private _explosivesList = []; { if (!isNull(_x select 0)) then { private _required = getArray (ConfigFile >> "ACE_Triggers" >> (_x select 4) >> "requires"); if (_detonator in _required) then { private _item = ConfigFile >> "CfgMagazines" >> (_x select 3); _explosivesList pushBack _x; _children pushBack [ [ format ["Explosive_%1", _forEachIndex], _x select 2, getText(_item >> "picture"), {(_this select 2) call FUNC(detonateExplosive);}, {true}, {}, [_unit,_range,_x,_detonator] ] call EFUNC(interact_menu,createAction), [], _unit ]; }; }; } forEach _result; if (_detonator != "ACE_DeadManSwitch") then { // Add action to detonate all explosives tied to the detonator if (count _explosivesList > 0) then { _children pushBack [ [ "Explosive_All", localize LSTRING(DetonateAll), getText(ConfigFile >> "CfgWeapons" >> _detonator >> "picture"), {(_this select 2) call FUNC(detonateExplosiveAll);}, {true}, {}, [_unit,_range,_explosivesList, _detonator] ] call EFUNC(interact_menu,createAction), [], _unit ]; }; } else { //Add action to detonate all explosives (including the inventory explosive): _children pushBack [ [ "Explosive_All_Deadman", localize LSTRING(DetonateAll), getText(ConfigFile >> "CfgWeapons" >> _detonator >> "picture"), {[_player] call FUNC(onIncapacitated)}, {true} ] call EFUNC(interact_menu,createAction), [], _unit ]; //Adds actions for the explosives you can connect to the deadman switch. private _connectedInventoryExplosive = _unit getVariable [QGVAR(deadmanInvExplosive), ""]; if ((_connectedInventoryExplosive != "") && {!(_connectedInventoryExplosive in (magazines _unit))}) then { TRACE_1("set, but missing in inventory",_connectedInventoryExplosive); _unit setVariable [QGVAR(deadmanInvExplosive), "", true]; }; _connectedInventoryExplosive = _unit getVariable [QGVAR(deadmanInvExplosive), ""]; if (_connectedInventoryExplosive != "") then { //Add the disconect action private _magConfig = configFile >> "CfgMagazines" >> _connectedInventoryExplosive; private _name = if ((getText (_magConfig >> "displayNameShort")) != "") then { getText (_magConfig >> "displayNameShort") } else { getText(_magConfig >> "displayName") }; private _picture = getText (_magConfig >> "picture"); _children pushBack [ ([ "Deadman_disconnect", format ["%1 %2", localize "str_disp_disconnect", _name], _picture, { params ["_player"]; TRACE_1("clear",_player); _player setVariable [QGVAR(deadmanInvExplosive), "", true]; }, {true} ] call EFUNC(interact_menu,createAction)), [], _unit]; } else { //Add all magazines that would work with the deadman switch private _procressedMags = []; { private _mag = _x; if (!(_mag in _procressedMags)) then { _procressedMags pushBack _x; private _magConfig = configFile >> "CfgMagazines" >> _mag; private _supportedTriggers = getArray (_magConfig >> "ACE_Triggers" >> "SupportedTriggers"); if (({_x == "DeadmanSwitch"} count _supportedTriggers) == 1) then { //case insensitive search private _name = if ((getText (_magConfig >> "displayNameShort")) != "") then { getText (_magConfig >> "displayNameShort") } else { getText(_magConfig >> "displayName") }; private _picture = getText (_magConfig >> "picture"); _children pushBack [ ([ format ["Deadman_exp_%1", _mag], format [localize LSTRING(connectInventoryExplosiveToDeadman), _name], _picture, { params ["_player", "", "_mag"]; TRACE_2("set new",_player,_mag); _player setVariable [QGVAR(deadmanInvExplosive), _mag, true]; }, {(_this select 2) in (magazines _player)}, {}, (_mag) ] call EFUNC(interact_menu,createAction)), [], _unit]; }; }; } forEach (magazines _unit); }; }; _children