ACE3/addons/interaction/functions/fnc_getWeaponAttachmentsActions.sqf
jonpas 742626ff1a
General - Relative script_component.hpp includes (#9378)
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-09-12 20:58:10 +02:00

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#include "..\script_component.hpp"
/*
* Author: mharis001, Dystopian
* Returns children actions for weapon attachment switching.
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* Actions <ARRAY>
*
* Example:
* player call ace_interaction_fnc_getWeaponAttachmentsActions
*
* Public: No
*/
params ["_unit"];
[_unit, {
params ["_unit"];
private _currentWeapon = currentWeapon _unit;
if (_currentWeapon isEqualTo "") exitWith {[]};
private _weaponItems = _unit weaponAccessories _currentWeapon;
private _cfgWeapons = configFile >> "CfgWeapons";
private _actions = [];
// "attach" actions
private _items = _unit call EFUNC(common,uniqueItems);
private _compatibleItems = _currentWeapon call CBA_fnc_compatibleItems;
{
private _config = _cfgWeapons >> _x;
private _name = format [LLSTRING(weaponAttachmentsAttach), getText (_config >> "displayName")];
private _picture = getText (_config >> "picture");
private _type = getNumber (_config >> "itemInfo" >> "type");
private _oldAttachment = _weaponItems select ([TYPE_MUZZLE, TYPE_FLASHLIGHT, TYPE_OPTICS, TYPE_BIPOD] find _type);
private _action = [
_x, _name, _picture,
LINKFUNC(switchWeaponAttachment),
{true},
{},
[_currentWeapon, _x, _oldAttachment]
] call EFUNC(interact_menu,createAction);
_actions pushBack [_action, [], _unit];
} forEach ((_items arrayIntersect _compatibleItems) - _weaponItems);
// "detach" actions
{
if (_x isEqualTo "") then {continue};
private _config = _cfgWeapons >> _x;
private _name = format [LLSTRING(weaponAttachmentsDetach), getText (_config >> "displayName")];
private _picture = getText (_config >> "picture");
private _action = [
_x, _name, _picture,
LINKFUNC(switchWeaponAttachment),
{true},
{},
[_currentWeapon, "", _x]
] call EFUNC(interact_menu,createAction);
_actions pushBack [_action, [], _unit];
} forEach _weaponItems;
_actions
}, _unit, QGVAR(weaponAttachmentsActions), 5, QGVAR(clearWeaponAttachmentsActionsCache)] call EFUNC(common,cachedCall);