ACE3/addons/arsenal/functions/fnc_onArsenalClose.sqf
Josuan Albin 8b9480de40 Add various misc improvements for ACE Arsenal (#6111)
* Disable anim previews when center isn't the player

* Abuse configs to change the edit loadout 3DEN entry

* Remove inheriting as it's not needed

* Remove uneeded condition

* Add zeus modules for ACE Arsenal, revert old arsenal modules

* Add 3 new arsenal EHs

* Add a setting to disable the identity tabs in ace arsenal

* Pass loadoutName in the onloadoutLoad EH

* Change foreach to forEach and ctrlcommit to ctrlCommit

* Resize the right window when the load bar isn't there

* Add a tooltip for the "clear container" button

* Improve onKeyDown, add classname copying using ctrl+c
2018-02-09 14:30:37 -06:00

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/*
* Author: Alganthe
* onUnLoad EH for arsenal.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
(_this select 1) params ["", "_exitCode"];
GVAR(camera) cameraEffect ["terminate", "back"];
private _cameraData = [getposAtl GVAR(camera), (getposAtl GVAR(camera)) vectorFromTo (getposAtl GVAR(cameraHelper))];
[QGVAR(displayClosed), []] call CBA_fnc_localEvent;
removeMissionEventHandler ["draw3D", GVAR(camPosUpdateHandle)];
GVAR(camera) cameraEffect ["terminate","back"];
player switchCamera GVAR(cameraView);
deleteVehicle GVAR(cameraHelper);
camDestroy GVAR(camera);
if (is3DEN) then {
private _centerOriginParent = objectParent GVAR(centerOrigin);
if !(isNull _centerOriginParent) then {
_centerOriginParent hideObject false;
};
GVAR(centerOrigin) hideObject false;
// Apply the loadout from the dummy to all selected units
if (_exitCode == 1) then {
{
_x setUnitLoadout (getUnitLoadout GVAR(center));
} foreach (get3DENSelected "object");
save3DENInventory (get3DENSelected "object");
};
deleteVehicle GVAR(light);
deleteVehicle GVAR(center);
GVAR(centerOrigin) = nil;
GVAR(light) = nil;
get3DENCamera cameraEffect ["internal","back"];
["ShowInterface",true] call bis_fnc_3DENInterface;
GVAR(visionMode) call bis_fnc_3DENVisionMode;
} else {
// Select correct weapon
switch GVAR(selectedWeaponType) do {
case 0: {GVAR(center) selectWeapon primaryWeapon GVAR(center);};
case 1: {GVAR(center) selectWeapon secondaryWeapon GVAR(center);};
case 2: {GVAR(center) selectWeapon handgunWeapon GVAR(center);};
};
};
if (isMultiplayer) then {
[QGVAR(broadcastFace), [GVAR(center), GVAR(currentFace)], QGVAR(center) + "_face"] call CBA_fnc_globalEventJIP;
[QGVAR(center) + "_face", GVAR(center)] call CBA_fnc_removeGlobalEventJIP;
[QGVAR(broadcastVoice), [GVAR(center), GVAR(currentVoice)], QGVAR(center) + "_voice"] call CBA_fnc_globalEventJIP;
[QGVAR(center) + "_voice", GVAR(center)] call CBA_fnc_removeGlobalEventJIP;
};
if !(isnull curatorCamera) then {
curatorcamera cameraEffect ["internal","back"];
};
GVAR(camera) = nil;
GVAR(cameraHelper) = nil;
GVAR(mouseButtonState) = nil;
GVAR(currentLeftPanel) = nil;
GVAR(currentRightPanel) = nil;
GVAR(leftSearchbarFocus) = nil;
GVAR(rightSearchbarFocus) = nil;
GVAR(shiftState) = nil;
GVAR(leftTabFocus) = nil;
GVAR(rightTabFocus) = nil;
GVAR(rightTabLnBFocus) = nil;
GVAR(selectedWeaponType) = nil;
GVAR(virtualItems) = nil;
GVAR(currentItems) = nil;
GVAR(currentFace) = nil;
GVAR(currentVoice) = nil;
GVAR(currentInsignia) = nil;
GVAR(currentAction) = nil;
GVAR(center) = nil;
GVAR(centerNotPlayer) = nil;
showHUD true;