ACE3/addons/attach/functions/fnc_getChildrenAttachActions.sqf
jonpas e11e102a76 Underwater actions support (#4984)
* Enable majority of actions underwater

* Remove log

* Add logistics_wirecutter support (don't play kneel animations underwater - looks silly)

* Don't perform kneel animations when repairing or medicaling underwater

* Fix interaction menu rendering underwater (was moving based on player eye level due to height max used for large vehicles)

* Fix attach underwater (LIW does not work underwater, LIS does), Add attach scan drawing define

* Remove left-over systemChat

* Remove vehiclelock from Plane, Disallow linking belt underwater, Allow checking ammo when sitting via action (was already possible via keybind), Use param for LIS
2017-08-22 13:30:56 -05:00

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/*
* Author: Garth de Wet (LH), PabstMirror
* Show the ammo counts for a static weapon.
* Called from "insertChildren" on interact_menu
*
* Arguments:
* 0: Target <OBJECT>
* 1: Player <OBJECT>
*
* Return Value:
* ChildActiosn<ARRAY>
*
* Example:
* [player, player] call ace_attach_fnc_getChildrenAttachActions
*
* Public: No
*/
#include "script_component.hpp"
private ["_listed", "_actions", "_item", "_displayName", "_picture", "_action"];
params ["_target","_player"];
TRACE_2("params",_target,_player);
_listed = [];
_actions = [];
{
if !(_x in _listed) then {
_listed pushBack _x;
_item = ConfigFile >> "CfgMagazines" >> _x;
if (getText (_item >> "ACE_Attachable") != "") then {
_displayName = getText(_item >> "displayName");
_picture = getText(_item >> "picture");
_action = [_x, _displayName, _picture, {[{_this call FUNC(attach)}, _this] call CBA_fnc_execNextFrame}, {true}, {}, [_x]] call EFUNC(interact_menu,createAction);
_actions pushBack [_action, [], _target];
};
};
} forEach (magazines _player);
{
if !(_x in _listed) then {
_listed pushBack _x;
_item = ConfigFile >> "CfgWeapons" >> _x;
if (getText (_item >> "ACE_Attachable") != "") then {
_displayName = getText(_item >> "displayName");
_picture = getText(_item >> "picture");
_action = [_x, _displayName, _picture, {[{_this call FUNC(attach)}, _this] call CBA_fnc_execNextFrame}, {true}, {}, [_x]] call EFUNC(interact_menu,createAction);
_actions pushBack [_action, [], _target];
};
};
} forEach (items _player);
_actions