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0fd442451f
* fix a crash when loading savegames * fix a variable name * optimize * Put CAManBase actions into seperate bucket * Apply suggestions from code review Co-Authored-By: commy2 <commy-2@gmx.de> * Fast exit for All * CaManBase * can't skip mans
80 lines
2.6 KiB
Plaintext
80 lines
2.6 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: esteldunedain
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* Insert an ACE action to a class, under a certain path
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* Note: This function is NOT global.
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*
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* Arguments:
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* 0: TypeOf of the class <STRING>
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* 1: Type of action, 0 for actions, 1 for self-actions <NUMBER>
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* 2: Parent path of the new action <ARRAY>
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* 3: Action <ARRAY>
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* 4: Use Inheritance <BOOL> (default: false)
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*
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* Return Value:
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* The entry full path, which can be used to remove the entry, or add children entries <ARRAY>.
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*
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* Example:
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* [typeOf cursorTarget, 0, ["ACE_TapShoulderRight"],VulcanPinchAction] call ace_interact_menu_fnc_addActionToClass;
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*
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* Public: Yes
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*/
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if (!hasInterface) exitWith { [] };
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if (!params [["_objectType", "", [""]], ["_typeNum", 0, [0]], ["_parentPath", [], [[]]], ["_action", [], [[]], 11]]) exitWith {
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ERROR("Bad Params");
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[]
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};
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TRACE_4("addActionToClass",_objectType,_typeNum,_parentPath,_action);
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if (param [4, false, [false]]) exitwith {
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BEGIN_COUNTER(addAction);
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if (_objectType == "CAManBase") then {
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GVAR(inheritedActionsMan) pushBack [_typeNum, _parentPath, _action];
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{
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[_x, _typeNum, _parentPath, _action] call FUNC(addActionToClass);
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} forEach GVAR(inheritedClassesMan);
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} else {
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GVAR(inheritedActionsAll) pushBack [_objectType, _typeNum, _parentPath, _action];
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{
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if (_x isKindOf _objectType) then {
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[_x, _typeNum, _parentPath, _action] call FUNC(addActionToClass);
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};
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} forEach GVAR(inheritedClassesAll);
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};
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END_COUNTER(addAction);
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// Return the full path
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(_parentPath + [_action select 0])
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};
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// Ensure the config menu was compiled first
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if (_typeNum == 0) then {
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[_objectType] call FUNC(compileMenu);
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} else {
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[_objectType] call FUNC(compileMenuSelfAction);
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};
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private _namespace = [GVAR(ActNamespace), GVAR(ActSelfNamespace)] select _typeNum;
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private _actionTrees = _namespace getVariable _objectType;
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if (isNil "_actionTrees") then {
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_actionTrees = [];
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_namespace setVariable [_objectType, _actionTrees];
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};
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if (_parentPath isEqualTo ["ACE_MainActions"]) then {
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[_objectType, _typeNum] call FUNC(addMainAction);
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};
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private _parentNode = [_actionTrees, _parentPath] call FUNC(findActionNode);
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if (isNil {_parentNode}) exitWith {
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ERROR_4("Failed to add action - action (%1) to parent %2 on object %3 [%4]",(_action select 0),_parentPath,_objectType,_typeNum);
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[]
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};
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// Add action node as children of the correct node of action tree
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(_parentNode select 1) pushBack [_action,[]];
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// Return the full path
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(_parentPath + [_action select 0])
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