ACE3/addons/cargo/functions/fnc_startLoadIn.sqf
Jasper 257d9536cc
Cargo - Add ability to add custom name to cargo objects (#8023)
* 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>
2021-10-12 17:42:38 -05:00

68 lines
1.9 KiB
Plaintext

#include "script_component.hpp"
/*
* Author: Glowbal
* Start load item.
*
* Arguments:
* 0: Player <OBJECT>
* 1: Object <OBJECT>
* 2: Vehicle <OBJECT> (Optional)
*
* Return Value:
* Load ProgressBar Started <BOOL>
*
* Example:
* [player, cursorTarget] call ace_cargo_fnc_startLoadIn
*
* Public: No
*/
params ["_player", "_object", ["_cargoVehicle", objNull]];
TRACE_3("params",_player,_object,_cargoVehicle);
private _vehicle = _cargoVehicle;
if (isNull _vehicle) then {
{
if ([_object, _x] call FUNC(canLoadItemIn)) exitWith {_vehicle = _x};
} forEach (nearestObjects [_player, GVAR(cargoHolderTypes), (MAX_LOAD_DISTANCE + 10)]);
};
if (isNull _vehicle) exitWith {
TRACE_3("Could not find vehicle",_player,_object,_vehicle);
false
};
private _return = false;
// Start progress bar
if ([_object, _vehicle] call FUNC(canLoadItemIn)) then {
[_player, _object, true] call EFUNC(common,claim);
private _size = [_object] call FUNC(getSizeItem);
[
GVAR(loadTimeCoefficient) * _size,
[_object, _vehicle],
{
TRACE_1("load finish",_this);
[objNull, _this select 0 select 0, true] call EFUNC(common,claim);
["ace_loadCargo", _this select 0] call CBA_fnc_localEvent;
},
{
TRACE_1("load fail",_this);
[objNull, _this select 0 select 0, true] call EFUNC(common,claim);
},
localize LSTRING(LoadingItem),
{
(_this select 0) params ["_item", "_target"];
(alive _target) && {locked _target < 2} && {alive _item}
&& {([_item, _target] call EFUNC(interaction,getInteractionDistance)) < MAX_LOAD_DISTANCE}
},
["isNotSwimming"]
] call EFUNC(common,progressBar);
_return = true;
} else {
private _displayName = [_object, true] call FUNC(getNameItem);
[[LSTRING(LoadingFailed), _displayName], 3] call EFUNC(common,displayTextStructured);
};
_return