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https://github.com/acemod/ACE3.git
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85a77150c9
- Renamed the base menu "SelfActions" to "ACE_SelfActions" - Limit the amount of objects the player is shown interactions with. This are the 3 nearest objects which have active action points visible on screen. - Cull action points that are not visible, to far away, etc before checking if they are active.
92 lines
2.8 KiB
Plaintext
92 lines
2.8 KiB
Plaintext
/*
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* Author: NouberNou and CAA-Picard
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* Compile the self action menu from config for an object's class
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*
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* Argument:
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* 0: Object <OBJECT>
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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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#include "script_component.hpp";
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EXPLODE_1_PVT(_this,_object);
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private ["_objectType","_actionsVarName"];
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_objectType = typeOf _object;
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_actionsVarName = format [QGVAR(SelfAct_%1), _objectType];
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// Exit if the action menu is already compiled for this class
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if !(isNil {missionNamespace getVariable [_actionsVarName, nil]}) exitWith {};
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private "_recurseFnc";
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_recurseFnc = {
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private ["_actions", "_displayName", "_distance", "_icon", "_statement", "_selection", "_condition", "_showDisabled",
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"_enableInside", "_children", "_entry", "_entryCfg", "_fullPath"];
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EXPLODE_2_PVT(_this,_actionsCfg,_parentPath);
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_actions = [];
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for "_i" from 0 to (count _actionsCfg) - 1 do {
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_entryCfg = _actionsCfg select _i;
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if(isClass _entryCfg) then {
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_displayName = getText (_entryCfg >> "displayName");
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_icon = getText (_entryCfg >> "icon");
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_statement = compile (getText (_entryCfg >> "statement"));
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_condition = getText (_entryCfg >> "condition");
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if (_condition == "") then {_condition = "true"};
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// Add canInteract (including exceptions) and canInteractWith to condition
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_condition = _condition + format [QUOTE( && {%1 call EGVAR(common,canInteract)} && {[ARR_2(ACE_player, _target)] call EFUNC(common,canInteractWith)} ), getArray (_entryCfg >> "exceptions")];
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_showDisabled = getNumber (_entryCfg >> "showDisabled");
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_enableInside = getNumber (_entryCfg >> "enableInside");
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_fullPath = (+ _parentPath);
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_fullPath pushBack (configName _entryCfg);
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_condition = compile _condition;
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_children = [_entryCfg, _fullPath] call _recurseFnc;
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_entry = [
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_displayName,
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_icon,
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[0,0,0],
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_statement,
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_condition,
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10, //distace
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_children,
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GVAR(uidCounter),
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_fullPath
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];
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GVAR(uidCounter) = GVAR(uidCounter) + 1;
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_actions pushBack _entry;
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};
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};
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_actions
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};
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private "_actionsCfg";
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_actionsCfg = configFile >> "CfgVehicles" >> _objectType >> "ACE_SelfActions";
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// Create a master action to base on self action
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_actions = [[
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"Self Actions",
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"\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa",
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"Spine3",
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{ true },
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{ true },
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10,
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[_actionsCfg, ["ACE_SelfActions"]] call _recurseFnc,
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GVAR(uidCounter),
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["ACE_SelfActions"]
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]
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];
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GVAR(uidCounter) = GVAR(uidCounter) + 1;
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missionNamespace setVariable [_actionsVarName, _actions];
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