mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
8b9480de40
* Disable anim previews when center isn't the player * Abuse configs to change the edit loadout 3DEN entry * Remove inheriting as it's not needed * Remove uneeded condition * Add zeus modules for ACE Arsenal, revert old arsenal modules * Add 3 new arsenal EHs * Add a setting to disable the identity tabs in ace arsenal * Pass loadoutName in the onloadoutLoad EH * Change foreach to forEach and ctrlcommit to ctrlCommit * Resize the right window when the load bar isn't there * Add a tooltip for the "clear container" button * Improve onKeyDown, add classname copying using ctrl+c
76 lines
1.8 KiB
Plaintext
76 lines
1.8 KiB
Plaintext
/*
|
|
* Author: Alganthe
|
|
* Change unit animation / play sound preview.
|
|
*
|
|
* Arguments:
|
|
* None
|
|
*
|
|
* Return Value:
|
|
* None
|
|
*
|
|
* Public: No
|
|
*/
|
|
#include "script_component.hpp"
|
|
#include "..\defines.hpp"
|
|
|
|
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;
|
|
};
|