mirror of
https://github.com/acemod/ACE3.git
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e11e102a76
* 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
54 lines
1.6 KiB
Plaintext
54 lines
1.6 KiB
Plaintext
/*
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* Author: Garth de Wet (LH), PabstMirror
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* Show the ammo counts for a static weapon.
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* Called from "insertChildren" on interact_menu
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*
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* Arguments:
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* 0: Target <OBJECT>
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* 1: Player <OBJECT>
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*
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* Return Value:
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* ChildActiosn<ARRAY>
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*
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* Example:
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* [player, player] call ace_attach_fnc_getChildrenAttachActions
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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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private ["_listed", "_actions", "_item", "_displayName", "_picture", "_action"];
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params ["_target","_player"];
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TRACE_2("params",_target,_player);
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_listed = [];
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_actions = [];
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{
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if !(_x in _listed) then {
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_listed pushBack _x;
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_item = ConfigFile >> "CfgMagazines" >> _x;
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if (getText (_item >> "ACE_Attachable") != "") then {
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_displayName = getText(_item >> "displayName");
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_picture = getText(_item >> "picture");
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_action = [_x, _displayName, _picture, {[{_this call FUNC(attach)}, _this] call CBA_fnc_execNextFrame}, {true}, {}, [_x]] call EFUNC(interact_menu,createAction);
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_actions pushBack [_action, [], _target];
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};
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};
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} forEach (magazines _player);
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{
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if !(_x in _listed) then {
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_listed pushBack _x;
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_item = ConfigFile >> "CfgWeapons" >> _x;
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if (getText (_item >> "ACE_Attachable") != "") then {
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_displayName = getText(_item >> "displayName");
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_picture = getText(_item >> "picture");
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_action = [_x, _displayName, _picture, {[{_this call FUNC(attach)}, _this] call CBA_fnc_execNextFrame}, {true}, {}, [_x]] call EFUNC(interact_menu,createAction);
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_actions pushBack [_action, [], _target];
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};
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};
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} forEach (items _player);
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_actions
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