ACE3/addons/arsenal/functions/fnc_showItem.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* 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
2018-09-17 14:19:29 -05:00

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1.8 KiB
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#include "script_component.hpp"
#include "..\defines.hpp"
/*
* Author: Alganthe
* Change unit animation / play sound preview.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Public: No
*/
if (GVAR(centerNotPlayer)) exitWith {};
private _nextAction = switch (GVAR(currentLeftPanel)) do {
case IDC_buttonPrimaryWeapon : {
["Civil", "PrimaryWeapon"] select ((GVAR(currentItems) select 0) != "")
};
case IDC_buttonSecondaryWeapon : {
["Civil", "SecondaryWeapon"] select (GVAR(currentItems) select 1 != "")
};
case IDC_buttonHandgun : {
["Civil", "HandGunOn"] select (GVAR(currentItems) select 2 != "")
};
case IDC_buttonHeadgear;
case IDC_buttonUniform;
case IDC_buttonVest;
case IDC_buttonBackpack;
case IDC_buttonGoggles;
case IDC_buttonMap;
case IDC_buttonGPS;
case IDC_buttonRadio;
case IDC_buttonCompass;
case IDC_buttonWatch;
case IDC_buttonFace;
case IDC_buttonNVG : {
"Civil"
};
case IDC_buttonBinoculars : {
["Civil", "Binoculars"] select (GVAR(currentItems) select 9 != "")
};
case IDC_buttonInsigna : {
"Salute"
};
case IDC_buttonVoice : {
GVAR(center) directSay "CuratorObjectPlaced";
"Civil"
};
};
if (_nextAction != GVAR(currentAction)) then {
switch (_nextAction) do {
case "PrimaryWeapon": {
GVAR(selectedWeaponType) = 0;
};
case "SecondaryWeapon": {
GVAR(selectedWeaponType) = 1;
};
case "HandGunOn": {
GVAR(selectedWeaponType) = 2;
};
};
if (simulationEnabled GVAR(center)) then {
GVAR(center) playActionNow _nextAction;
} else {
GVAR(center) switchAction _nextAction;
};
GVAR(currentAction) = _nextAction;
};