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2f0ed27d93
* improve page handling * drop MAX_STATS_PER_PAGE for now * hide stats box when empty * improve hiding * improve _fnc_hideUnused * condition * prevent page overflow Co-authored-by: PabstMirror <pabstmirror@gmail.com> --------- Co-authored-by: PabstMirror <pabstmirror@gmail.com>
134 lines
3.5 KiB
Plaintext
134 lines
3.5 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Alganthe
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* onUnLoad EH for arsenal.
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*
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* Arguments:
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* 0: Not used
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* 1: Args <ARRAY>
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* 1.0: Not used
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* 1.1: Exit code <NUMBER>
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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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(_this select 1) params ["", "_exitCode"];
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[QGVAR(displayClosed), []] call CBA_fnc_localEvent;
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removeMissionEventHandler ["draw3D", GVAR(camPosUpdateHandle)];
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if (is3DEN) then {
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private _centerOriginParent = objectParent GVAR(centerOrigin);
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if !(isNull _centerOriginParent) then {
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_centerOriginParent hideObject false;
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};
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GVAR(centerOrigin) hideObject false;
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// Apply the loadout from the dummy to all selected units
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if (_exitCode == 1) then {
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private _extendedLoadout = GVAR(center) call CBA_fnc_getLoadout;
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private _objects = get3DENSelected "object";
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{
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[_x, _extendedLoadout] call CBA_fnc_setLoadout;
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} forEach _objects;
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save3DENInventory _objects;
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};
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deleteVehicle GVAR(light);
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deleteVehicle GVAR(center);
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GVAR(centerOrigin) = nil;
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GVAR(light) = nil;
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get3DENCamera cameraEffect ["Internal", "BACK"];
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["ShowInterface", true] call BIS_fnc_3DENInterface;
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GVAR(visionMode) call BIS_fnc_3DENVisionMode;
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} else {
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// Select correct weapon
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switch (GVAR(selectedWeaponType)) do {
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case 0: {GVAR(center) selectWeapon (primaryWeapon GVAR(center))};
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case 1: {GVAR(center) selectWeapon (secondaryWeapon GVAR(center))};
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case 2: {GVAR(center) selectWeapon (handgunWeapon GVAR(center))};
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};
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if (!isNull curatorCamera && {ACE_player == player}) then {
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curatorCamera cameraEffect ["Internal", "BACK"];
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} else {
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GVAR(camera) cameraEffect ["Terminate", "BACK"];
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};
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};
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deleteVehicle GVAR(cameraHelper);
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camDestroy GVAR(camera);
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if (!isNil QGVAR(moduleUsed)) then {
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GVAR(moduleUsed) = nil;
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objNull remoteControl GVAR(center);
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};
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ACE_player switchCamera GVAR(cameraView);
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// Restore curator camera state
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if (!isNull curatorCamera) then {
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GVAR(curatorCameraData) params ["_position", "_dirAndUp"];
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curatorCamera setPosASL _position;
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curatorCamera setVectorDirAndUp _dirAndUp;
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};
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// Make face and voice selection JIP compatible; 3DEN doesn't need this though
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if (isMultiplayer && {!is3DEN}) then {
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private _id = [QGVAR(broadcastFace), [GVAR(center), GVAR(currentFace)], QGVAR(centerFace_) + netId GVAR(center)] call CBA_fnc_globalEventJIP;
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[_id, GVAR(center)] call CBA_fnc_removeGlobalEventJIP;
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_id = [QGVAR(broadcastVoice), [GVAR(center), GVAR(currentVoice)], QGVAR(centerVoice_) + netId GVAR(center)] call CBA_fnc_globalEventJIP;
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[_id, GVAR(center)] call CBA_fnc_removeGlobalEventJIP;
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};
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GVAR(currentBox) = objNull;
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GVAR(camera) = nil;
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GVAR(cameraHelper) = nil;
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GVAR(curatorCameraData) = nil;
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GVAR(mouseButtonState) = nil;
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GVAR(currentLeftPanel) = nil;
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GVAR(currentRightPanel) = nil;
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GVAR(leftSearchbarFocus) = nil;
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GVAR(rightSearchbarFocus) = nil;
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GVAR(shiftState) = nil;
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GVAR(leftTabFocus) = nil;
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GVAR(rightTabFocus) = nil;
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GVAR(rightTabLnBFocus) = nil;
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GVAR(ignoreFirstSortPanelCall) = nil;
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GVAR(selectedWeaponType) = nil;
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GVAR(virtualItems) = nil;
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GVAR(virtualItemsFlat) = nil;
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GVAR(virtualItemsFlatAll) = nil;
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GVAR(currentItems) = nil;
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GVAR(currentFace) = nil;
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GVAR(currentVoice) = nil;
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GVAR(currentInsignia) = nil;
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GVAR(currentAction) = nil;
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GVAR(showStats) = nil;
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GVAR(currentStatPage) = nil;
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GVAR(statsInfo) = nil;
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GVAR(showActions) = nil;
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GVAR(currentActionPage) = nil;
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GVAR(center) = nil;
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GVAR(centerNotPlayer) = nil;
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[QUOTE(ADDON), []] call EFUNC(common,showHud);
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