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71 lines
2.0 KiB
Plaintext
71 lines
2.0 KiB
Plaintext
/*
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* Author: bux578
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* Open the select menu with the "personal" items of a frisked unit. It only shows "handgunWeapon", "uniformItems", "vestItems", "backpackItems" and "assignedItems" because every other item is visible on the character
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*
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* Arguments:
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* 0: player unit <OBJECT>
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* 1: unit <OBJECT>
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* [player, bob] call ACE_captives_fnc_doFristPerson;
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_weapon", "_listedItemClasses", "_actions", "_allGear"];
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PARAMS_2(_player,_unit);
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_weapon = currentWeapon _player;
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if (_weapon == primaryWeapon _player && {_weapon != ""}) then {
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[_player, "AmovPercMstpSlowWrflDnon", 0] call EFUNC(common,doAnimation);
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};
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_listedItemClasses = [];
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_actions = [localize LSTRING(FriskMenuHeader), ""] call ACE_Interaction_fnc_prepareSelectMenu;
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_allGear = [];
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if ((handgunWeapon _unit) != "") then {
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_allGear pushBack (handgunWeapon _unit);
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};
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if (count (uniformItems _unit) > 0) then {
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_allGear = _allGear + (uniformItems _unit);
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};
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if (count (vestItems _unit) > 0) then {
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_allGear = _allGear + (vestItems _unit);
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};
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if (count (backpackItems _unit) > 0) then {
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_allGear = _allGear + (backpackItems _unit);
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};
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if (count (assignedItems _unit) > 0) then {
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_allGear = _allGear + (assignedItems _unit);
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};
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// Handgun
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// Uniform Items
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// Vest Items
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// Backpack Items
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// Assigned Items
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{
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if (!(_x in _listedItemClasses)) then {
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private "_item";
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_item = configFile >> "CfgMagazines" >> _x;
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if (isNil "_item" || str _item == "") then { //str _item ?
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_item = configFile >> "CfgWeapons" >> _x;
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};
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_actions = [_actions, getText(_item >> "displayName"), getText(_item >> "picture"), _x] call ACE_Interaction_fnc_addSelectableItem;
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_listedItemClasses pushBack _x;
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};
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} forEach (_allGear);
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[_actions, {call ACE_Interaction_fnc_hideMenu;}, {call ACE_Interaction_fnc_hideMenu;}] call ACE_Interaction_fnc_openSelectMenu;
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// don't need an "Ok" Button
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ctrlShow [8860, false];
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