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257d9536cc
* First Push Added the ability to edit cargo objects (crates/boxes only) names. Either via in-game action on the object it self or via 3den attributes. Added a single function which spawns the UI to edit the name and also edits it. This is an scripted UI, it could be changed to a config version if wanted, but as I'm not good in UI coding I left it on this simple version mainly for testing. Added 4 new stringtable entries, 2 for action and 2 for 3den attributes. * Add extra stringtable Forgot to add the UI to the stringtable. * Update fnc_renameObject.sqf fixing tabs * Show custom name only behind Added new function "getNameItem" that will get the items name. Put the custom name behind the original name between brackets "[...]". * Added "Hide Rename Action" setting Also removed an unused _itemClass from postInit. * Apply suggestions from code review Co-authored-by: jonpas <jonpas33@gmail.com> * Update AUTHORS.txt Added my name * Applied the sugesstions. * Fixed function crash * Moved to dialog. * Removed unused comment/code * Update renameMenu.hpp Fixed tabs to spaces. * Update renameMenu.hpp * move rename to common * Update addons/arsenal/ui/RscAttributes.hpp * style and use addActionToObject Co-authored-by: jonpas <jonpas33@gmail.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
68 lines
1.9 KiB
Plaintext
68 lines
1.9 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Glowbal
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* Start load item.
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*
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* Arguments:
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* 0: Player <OBJECT>
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* 1: Object <OBJECT>
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* 2: Vehicle <OBJECT> (Optional)
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*
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* Return Value:
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* Load ProgressBar Started <BOOL>
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*
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* Example:
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* [player, cursorTarget] call ace_cargo_fnc_startLoadIn
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*
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* Public: No
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*/
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params ["_player", "_object", ["_cargoVehicle", objNull]];
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TRACE_3("params",_player,_object,_cargoVehicle);
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private _vehicle = _cargoVehicle;
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if (isNull _vehicle) then {
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{
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if ([_object, _x] call FUNC(canLoadItemIn)) exitWith {_vehicle = _x};
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} forEach (nearestObjects [_player, GVAR(cargoHolderTypes), (MAX_LOAD_DISTANCE + 10)]);
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};
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if (isNull _vehicle) exitWith {
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TRACE_3("Could not find vehicle",_player,_object,_vehicle);
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false
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};
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private _return = false;
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// Start progress bar
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if ([_object, _vehicle] call FUNC(canLoadItemIn)) then {
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[_player, _object, true] call EFUNC(common,claim);
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private _size = [_object] call FUNC(getSizeItem);
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[
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GVAR(loadTimeCoefficient) * _size,
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[_object, _vehicle],
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{
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TRACE_1("load finish",_this);
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[objNull, _this select 0 select 0, true] call EFUNC(common,claim);
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["ace_loadCargo", _this select 0] call CBA_fnc_localEvent;
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},
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{
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TRACE_1("load fail",_this);
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[objNull, _this select 0 select 0, true] call EFUNC(common,claim);
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},
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localize LSTRING(LoadingItem),
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{
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(_this select 0) params ["_item", "_target"];
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(alive _target) && {locked _target < 2} && {alive _item}
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&& {([_item, _target] call EFUNC(interaction,getInteractionDistance)) < MAX_LOAD_DISTANCE}
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},
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["isNotSwimming"]
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] call EFUNC(common,progressBar);
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_return = true;
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} else {
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private _displayName = [_object, true] call FUNC(getNameItem);
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[[LSTRING(LoadingFailed), _displayName], 3] call EFUNC(common,displayTextStructured);
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};
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_return
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