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* advanced_ballistics * advanced_fatigue * advanced_throwing * ai * aircraft * arsenal * atragmx * attach * backpacks * ballistics * captives * cargo * chemlights * common * concertina_wire * cookoff * dagr * disarming * disposable * dogtags * dragging * explosives * fastroping * fcs * finger * frag * gestures * gforces * goggles * grenades * gunbag * hearing * hitreactions * huntir * interact_menu * interaction * inventory * kestrel4500 * laser * laserpointer * logistics_uavbattery * logistics_wirecutter * magazinerepack * map * map_gestures * maptools * markers * medical * medical_ai * medical_blood * medical_menu * microdagr * minedetector * missileguidance * missionmodules * mk6mortar * modules * movement * nametags * nightvision * nlaw * optics * optionsmenu * overheating * overpressure * parachute * pylons * quickmount * rangecard * rearm * recoil * refuel * reload * reloadlaunchers * repair * respawn * safemode * sandbag * scopes * slideshow * spectator * spottingscope * switchunits * tacticalladder * tagging * trenches * tripod * ui * vector * vehiclelock * vehicles * viewdistance * weaponselect * weather * winddeflection * yardage450 * zeus * arsenal defines.hpp * optionals * DEBUG_MODE_FULL 1 * DEBUG_MODE_FULL 2 * Manual fixes * Add SQF Validator check for #include after block comment * explosives fnc_openTimerUI * fix uniqueItems
76 lines
1.8 KiB
Plaintext
76 lines
1.8 KiB
Plaintext
#include "script_component.hpp"
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#include "..\defines.hpp"
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/*
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* Author: Alganthe
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* Change unit animation / play sound preview.
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*
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* Arguments:
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* None
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*
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* Return Value:
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* None
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*
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* Public: No
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*/
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if (GVAR(centerNotPlayer)) exitWith {};
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private _nextAction = switch (GVAR(currentLeftPanel)) do {
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case IDC_buttonPrimaryWeapon : {
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["Civil", "PrimaryWeapon"] select ((GVAR(currentItems) select 0) != "")
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};
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case IDC_buttonSecondaryWeapon : {
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["Civil", "SecondaryWeapon"] select (GVAR(currentItems) select 1 != "")
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};
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case IDC_buttonHandgun : {
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["Civil", "HandGunOn"] select (GVAR(currentItems) select 2 != "")
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};
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case IDC_buttonHeadgear;
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case IDC_buttonUniform;
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case IDC_buttonVest;
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case IDC_buttonBackpack;
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case IDC_buttonGoggles;
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case IDC_buttonMap;
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case IDC_buttonGPS;
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case IDC_buttonRadio;
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case IDC_buttonCompass;
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case IDC_buttonWatch;
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case IDC_buttonFace;
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case IDC_buttonNVG : {
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"Civil"
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};
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case IDC_buttonBinoculars : {
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["Civil", "Binoculars"] select (GVAR(currentItems) select 9 != "")
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};
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case IDC_buttonInsigna : {
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"Salute"
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};
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case IDC_buttonVoice : {
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GVAR(center) directSay "CuratorObjectPlaced";
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"Civil"
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};
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};
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if (_nextAction != GVAR(currentAction)) then {
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switch (_nextAction) do {
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case "PrimaryWeapon": {
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GVAR(selectedWeaponType) = 0;
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};
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case "SecondaryWeapon": {
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GVAR(selectedWeaponType) = 1;
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};
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case "HandGunOn": {
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GVAR(selectedWeaponType) = 2;
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};
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};
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if (simulationEnabled GVAR(center)) then {
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GVAR(center) playActionNow _nextAction;
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} else {
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GVAR(center) switchAction _nextAction;
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};
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GVAR(currentAction) = _nextAction;
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};
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