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c8404f496e
* Arsenal update * Fixes * Update fnc_onSelChangedLeft.sqf * Update fnc_updateUniqueItemsList.sqf * Header fixes * Fix for defines.hpp Co-authored-by: Dystopian <sddex@ya.ru> * Moved fnc_baseWeapon, filtered invalid items * Update addons/arsenal/functions/fnc_scanConfig.sqf Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Fixes and tweaks - Sorting is guaranteed to give a fixed order - Dog tags no longer throw errors when reloading the ACE arsenal mission when you had some saved in your loadout before quitting the last time you played. * Cleanup, bug fixes and additions - Added the ability to add items from "CfgMagazines" into the "Misc. items" or custom tabs. - Added "baseWeapon" class support for weapon attachments. If a weapon attachment has the config property "baseWeapon" defined, it will take that item and show that in the arsenal. - Added stronger filtering on item scopes (scope > 0 at least for every item) - Added "descending" (default, as it is now) and "ascending" sort order as a drop down menu, - Unique backpacks in containers can now be removed with either the "-" or "clear all items" button. - When sorting by a number, 2 decimal points have been added, so that when you sort by weight it returns the correct order. * More fixes and tweaks - Converted the arsenal to partially work with hashmaps instead of arrays (for configItems and virtualItems, currentItems is still an array). - Because of the above, performance of FUNC(addVirtualItems) and FUNC(removeVirtualItems) has improved immensely. - Sorting now caches results, reducing repeated sorting times drastically. - CBA disposable launchers are handled differently now: Within the arsenal, you can change weapon attachments on disposable launchers, but you can't change their magazines (primary or secondary). Item info on the right and the stats show correct information. - FUNC(addSort) now checks if the new sorting method already exists and doesn't add it if it does. - FUNC(removeSort) now exists. You can't remove the default sort type (alphabetically) to avoid problems with the arsenal. - Both FUNC(addStat) and FUNC(compileStats) actually taken priority into account now. Because of that priority on several stats needed to be tweaked. - FUNC(removeStat) ensures that there are no gaps within the stat array (so if there is an empty spot in the stats page, it's because there is a stat, but the condition for it being shown hasn't been met). * Update fnc_replaceUniqueItemsLoadout.sqf * Update fnc_onSelChangedLeft.sqf * Update fnc_scanConfig.sqf * Update docs/wiki/framework/arsenal-framework.md Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Minor cleanup * Baseweapon filtering * Improvements + better unique items support * Update fnc_fillRightPanel.sqf * Update fnc_onSelChangedLeft.sqf Fixed: Switching between weapons with incompatible primary magazines while a compatible secondary magazine is loaded doesn't equip the new weapon's primary magazine. * Update addons/common/functions/fnc_uniqueUnitItems.sqf Co-authored-by: PabstMirror <pabstmirror@gmail.com> * undefined variable Co-authored-by: PabstMirror <pabstmirror@gmail.com> * fix undefined loadout var * Update fnc_fillLoadoutsList.sqf --------- Co-authored-by: Dystopian <sddex@ya.ru> Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
132 lines
3.5 KiB
Plaintext
132 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(statsPagesLeft) = nil;
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GVAR(statsPagesRight) = nil;
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GVAR(statsInfo) = 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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