ACE3/addons/disarming/functions/fnc_openDisarmDialog.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: PabstMirror
*
* Opens the disarm dialog (allowing a person to remove items)
*
* Arguments:
* 0: Caller (player) <OBJECT>
* 1: Target <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player, bob] call ace_disarming_fnc_openDisarmDialog
*
* Public: No
*/
params ["_caller", "_target"];
#define DEFUALTPATH "\A3\Ui_f\data\GUI\Cfg\Ranks\%1_gs.paa"
//Sanity Checks
if (_caller != ACE_player) exitWith {ERROR("Player isn't caller?");};
if (!([_player, _target] call FUNC(canPlayerDisarmUnit))) exitWith {ERROR("Can't Disarm Unit");};
if (dialog) then {ERROR("Dialog open when trying to open disarm dialog"); closeDialog 0;};
disableSerialization;
createDialog QGVAR(remoteInventory);
private _display = uiNamespace getVariable ["ACE_remoteInventory", displayNull];
if (isNull _display) exitWith {ERROR("Display is Null");};
GVAR(disarmTarget) = _target;
//Setup Drop Event (on right pannel)
(_display displayCtrl 632) ctrlAddEventHandler ["LBDrop", {
if (isNull GVAR(disarmTarget)) exitWith {};
params ["_ctrl", "_xPos", "_yPos", "_idc", "_itemInfo"];
(_itemInfo select 0) params ["_displayText", "_value", "_data"];
if (isNull GVAR(disarmTarget)) exitWith {ERROR("disarmTarget is null");};
TRACE_2("Debug: Droping %1 from %2",_data,GVAR(disarmTarget));
[QGVAR(dropItems), [ACE_player, GVAR(disarmTarget), [_data]], [GVAR(disarmTarget)]] call CBA_fnc_targetEvent;
false //not sure what this does
}];
//Setup PFEH
[{
disableSerialization;
params ["_args", "_idPFH"];
_args params ["_player", "_target", "_display"];
if ((!([_player, _target] call FUNC(canPlayerDisarmUnit))) ||
{isNull _display} ||
{_player != ACE_player}) then {
[_idPFH] call CBA_fnc_removePerFrameHandler;
GVAR(disarmTarget) = objNull;
if (!isNull _display) then { closeDialog 0; }; //close dialog if still open
} else {
private _groundContainer = _display displayCtrl 632;
private _targetContainer = _display displayCtrl 633;
private _playerName = _display displayCtrl 111;
private _rankPicture = _display displayCtrl 1203;
//Show rank and name (just like BIS's inventory)
private _icon = format [DEFUALTPATH, toLower (rank _target)];
if (_icon isEqualTo DEFUALTPATH) then {_icon = ""};
_rankPicture ctrlSetText _icon;
_playerName ctrlSetText ([GVAR(disarmTarget), false, true] call EFUNC(common,getName));
//Clear both inventory lists:
lbClear _groundContainer;
lbClear _targetContainer;
//Show the items in the ground disarmTarget's inventory
private _targetUniqueItems = [GVAR(disarmTarget)] call FUNC(getAllGearUnit);
[_targetContainer, _targetUniqueItems] call FUNC(showItemsInListbox);
//Try to find a holder that the target is using to drop items into:
private _holder = objNull;
{
if ((_x getVariable [QGVAR(disarmUnit), objNull]) == _target) exitWith {
_holder = _x;
};
} count ((getpos _target) nearObjects [DISARM_CONTAINER, 3]);
//If a holder exists, show it's inventory
if (!isNull _holder) then {
private _holderUniqueItems = [_holder] call FUNC(getAllGearContainer);
[_groundContainer, _holderUniqueItems] call FUNC(showItemsInListbox);
};
};
}, 0, [_caller, _target, _display]] call CBA_fnc_addPerFrameHandler;