ACE3/addons/interact_menu/CursorMenus.hpp
Nicolás Badano 85a77150c9 - Add cursored self interaction menu (for using inside vehicles)
- Renamed the base menu "SelfActions" to "ACE_SelfActions"
- Limit the amount of objects the player is shown interactions with. This are the 3 nearest objects which have active action points visible on screen.
- Cull action points that are not visible, to far away, etc before checking if they are active.
2015-02-28 17:48:46 -03:00

48 lines
1.4 KiB
C++

class GVAR(cursorMenu) {
idd = 91919;
movingEnable = false;
onLoad = QUOTE(uiNamespace setVariable [ARR_2(QUOTE(QGVAR(dlgCursorMenu)),_this select 0)]; uiNamespace setVariable [ARR_2(QUOTE(QGVAR(cursorMenuOpened)),true)]);
onUnload = QUOTE(uiNamespace setVariable [ARR_2(QUOTE(QGVAR(cursorMenuOpened)),false)]);
objects[] = {};
/*class controlsBackground {
class Background {
idc = 91920;
moving = 0;
font = "TahomaB";
text = "";
sizeEx = 0;
lineSpacing = 0;
access = 0;
type = 0;
style = 0;
size = 1;
colorBackground[] = {0, 0, 0, 0.5};
colorText[] = {0, 0, 0, 0};
x = "safezoneX";
y = "safezoneY";
w = "safezoneW";
h = "safezoneH";
};
};*/
class controls {
class Canvas {
idc = 91921;
moving = 0;
font = "TahomaB";
text = "";
sizeEx = 0;
lineSpacing = 0;
access = 0;
type = 0;
style = 0;
size = 1;
colorBackground[] = {0, 0, 0, 0};
colorText[] = {0, 0, 0, 0};
x = "safezoneX";
y = "safezoneY";
w = "safezoneW";
h = "safezoneH";
};
};
};