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* advanced_ballistics * advanced_fatigue * advanced_throwing * ai * aircraft * arsenal * atragmx * attach * backpacks * ballistics * captives * cargo * chemlights * common * concertina_wire * cookoff * dagr * disarming * disposable * dogtags * dragging * explosives * fastroping * fcs * finger * frag * gestures * gforces * goggles * grenades * gunbag * hearing * hitreactions * huntir * interact_menu * interaction * inventory * kestrel4500 * laser * laserpointer * logistics_uavbattery * logistics_wirecutter * magazinerepack * map * map_gestures * maptools * markers * medical * medical_ai * medical_blood * medical_menu * microdagr * minedetector * missileguidance * missionmodules * mk6mortar * modules * movement * nametags * nightvision * nlaw * optics * optionsmenu * overheating * overpressure * parachute * pylons * quickmount * rangecard * rearm * recoil * refuel * reload * reloadlaunchers * repair * respawn * safemode * sandbag * scopes * slideshow * spectator * spottingscope * switchunits * tacticalladder * tagging * trenches * tripod * ui * vector * vehiclelock * vehicles * viewdistance * weaponselect * weather * winddeflection * yardage450 * zeus * arsenal defines.hpp * optionals * DEBUG_MODE_FULL 1 * DEBUG_MODE_FULL 2 * Manual fixes * Add SQF Validator check for #include after block comment * explosives fnc_openTimerUI * fix uniqueItems
90 lines
2.7 KiB
Plaintext
90 lines
2.7 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Nelson Duarte, SilentSpike
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* Updates spectator UI unit info widget
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*
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* Arguments:
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* None
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*
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* Return Value:
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* None
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*
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* Example:
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* [] call ace_spectator_fnc_ui_updateWidget
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*
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* Public: No
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*/
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#define IMG_COMMANDER "a3\Ui_f\data\IGUI\Cfg\CommandBar\imageCommander_ca.paa"
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#define IMG_DRIVER "a3\Ui_f\data\IGUI\Cfg\CommandBar\imageDriver_ca.paa"
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#define IMG_GUNNER "a3\Ui_f\data\IGUI\Cfg\CommandBar\imageGunner_ca.paa"
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#define IMG_CARGO "a3\Ui_f\data\IGUI\Cfg\CommandBar\imageCargo_ca.paa"
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#define IMG_UNARMED "" // TODO: Find suitable unarmed icon
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// Hide if no target or widget is toggled off
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if (!GVAR(uiWidgetVisible) || {isNull GVAR(camFocus)}) exitWith {CTRL_WIDGET ctrlShow false};
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private _focus = GVAR(camFocus);
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private _name = ([_focus] call EFUNC(common,getName)) select [0, NAME_MAX_CHARACTERS];
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if !(isPlayer _focus) then { _name = format ["%1: %2", localize "str_player_ai", _name]; };
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private _unitTypePicture = "";
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private _vehicleTypePicture = "";
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private _vehiclePositionPicture = "";
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if (_focus != vehicle _focus) then {
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_vehicleTypePicture = getText (configFile >> "CfgVehicles" >> typeOf vehicle _focus >> "Picture");
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_vehiclePositionPicture = switch (_focus) do {
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case (commander vehicle _focus): {IMG_COMMANDER};
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case (driver vehicle _focus): {IMG_DRIVER};
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case (gunner vehicle _focus): {IMG_GUNNER};
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default {IMG_CARGO};
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};
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} else {
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_unitTypePicture = [_focus] call EFUNC(common,getVehicleIcon);
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};
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private _weapon = currentWeapon _focus;
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private _weaponPicture = if (_weapon != "") then {
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getText (configFile >> "CfgWeapons" >> _weapon >> "Picture")
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} else {
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IMG_UNARMED
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};
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private _throwable = (currentThrowable _focus) param [0,""];
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private _throwablePicture = if (_throwable != "") then {
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getText (configFile >> "CfgMagazines" >> _throwable >> "Picture")
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} else {
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IMG_UNARMED
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};
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(getPlayerScores _focus) params [
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["_kills",0,[0]],
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["_softKills",0,[0]],
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["_armoredKills",0,[0]],
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["_airKills",0,[0]],
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["_deaths",0,[0]],
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["_total",0,[0]]
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];
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CTRL_WIDGET_NAME ctrlSetText _name;
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CTRL_WIDGET_KILLS ctrlSetText str _kills;
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CTRL_WIDGET_LAND ctrlSetText str _softKills;
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CTRL_WIDGET_ARMORED ctrlSetText str _armoredKills;
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CTRL_WIDGET_AIR ctrlSetText str _airKills;
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CTRL_WIDGET_DEATHS ctrlSetText str _deaths;
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CTRL_WIDGET_TOTAL ctrlSetText str _total;
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CTRL_WIDGET_WEAPON ctrlSetText _weaponPicture;
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CTRL_WIDGET_THROWABLE ctrlSetText _throwablePicture;
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CTRL_WIDGET_UNIT ctrlSetText _unitTypePicture;
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CTRL_WIDGET_VEHICLE ctrlSetText _vehicleTypePicture;
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CTRL_WIDGET_VEHICLE_POS ctrlSetText _vehiclePositionPicture;
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// Handle widget toggling
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if !(ctrlShown CTRL_WIDGET) then {
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CTRL_WIDGET ctrlShow true;
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};
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