/* * Author: Garth 'L-H' de Wet * Opens the UI for selecting the transmitter * * Arguments: * 0: Unit * * Return Value: * Nothing * * Example: * [player] call ACE_Explosives_fnc_openTransmitterUI; * * Public: No */ #include "script_component.hpp" private ["_items", "_unit", "_count", "_actions", "_config"]; _unit = _this select 0; _items = (items _unit); _actions = [localize "STR_ACE_Explosives_TriggerMenu", localize "STR_ACE_Explosives_SelectTrigger"] call EFUNC(interaction,prepareSelectMenu); _detonators = [_unit] call FUNC(getDetonators); { _config = ConfigFile >> "CfgWeapons" >> _x; _actions = [ _actions, getText(_config >> "displayName"), getText(_config >> "picture"), _x ] call EFUNC(interaction,addSelectableItem); } count _detonators; if (count _detonators == 0) then { call EFUNC(interaction,hideMenu); "ACE_Explosives" call EFUNC(interaction,openMenuSelf); [format[localize "STR_ACE_Explosives_NoTriggersAvailable", "player"]] call EFUNC(Common,displayTextStructured); }else{ [ _actions, { [ACE_player, _this] call FUNC(openDetonateUI); }, { call EFUNC(interaction,hideMenu); if !(profileNamespace getVariable [QUOTE(EGVAR(interaction,AutoCloseMenu)), false]) then { "ACE_Explosives" call EFUNC(interaction,openMenuSelf); }; } ] call EFUNC(interaction,openSelectMenu); };