ACE3/addons/cargo/functions/fnc_startLoadIn.sqf
Dystopian 9f291c86d8 Cargo load menu overhaul (#4871)
* Add submenu with vehicles to cargo load menu

* replace private ARRAY with keyword

* fix ace function macro using

* filter vehicles without cargo

* add Load condition, clean params, fix param reusing

* replace nearEntities with nearestObjects, add macro

* optimize, del magic, replace count with forEach

* del unused functions

* del useless _this parameter
2017-05-31 17:02:24 +02:00

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/*
* Author: Glowbal
* Start load item.
*
* Arguments:
* 0: Player <OBJECT>
* 1: Object <OBJECT>
* 2: Vehicle <OBJECT> (Optional)
*
* Return Value:
* Load ProgressBar Started <BOOL>
*
* Example:
* [player, cursorTarget] call ace_cargo_fnc_startLoadIn
*
* Public: No
*/
#include "script_component.hpp"
params ["_player", "_object", ["_cargoVehicle", objNull]];
TRACE_3("params",_player,_object,_cargoVehicle);
private _vehicle = _cargoVehicle;
if (isNull _vehicle) then {
{
if ([_object, _x] call FUNC(canLoadItemIn)) exitWith {_vehicle = _x};
} forEach (nearestObjects [_player, CARGO_VEHICLE_CLASSES, MAX_LOAD_DISTANCE]);
};
if (isNull _vehicle) exitWith {
TRACE_3("Could not find vehicle",_player,_object,_vehicle);
false
};
private _return = false;
// Start progress bar
if ([_object, _vehicle] call FUNC(canLoadItemIn)) then {
private _size = [_object] call FUNC(getSizeItem);
[
5 * _size,
[_object,_vehicle],
{["ace_loadCargo", _this select 0] call CBA_fnc_localEvent},
{},
localize LSTRING(LoadingItem)
] call EFUNC(common,progressBar);
_return = true;
} else {
private _displayName = getText (configFile >> "CfgVehicles" >> typeOf _object >> "displayName");
[[LSTRING(LoadingFailed), _displayName], 3.0] call EFUNC(common,displayTextStructured);
};
_return