mirror of
https://github.com/acemod/ACE3.git
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1d6e07d18f
* Add test class * Add stats mockup * Merge branch 'master' of https://github.com/acemod/ACE3 into arsenalStats * Finish mockup, add basic hide/show logic * Add base for stats * Use CBA EHs for stats to allow 3rd party mods of it * Add handleStats and most of the UI behaviors for stats * Continue work on stats * Add container stats * Add page support for stats * Add text for the ROF stat * Add accuracy in MOA for the accuracy stat * Change accuracy shown number to 1 decimal instead of 2 * Add MIL in the dispersion stat text * Change stats layout, remove dummy text strings * Add some AB stats * Remove last test string * Replace configExtremes by normal lookup where it's relevant * Add "undefined value" string when AB stat isn't present Mostly for laucnhers * Fix typo in preInit * Change drag model stat to ballistic coef * Fix issue with unused stats, change text to white when bar is present * Rewrite some part of handleStats Reason: add support for conditions, less redundant code, less reasons for dedmen to emasculate me * Re-add _hideUnusedFnc, handle empty stats arrays * Pass args to stat conditions, add test condition stat * Add hearing related stats * Remove the padding between stats and the stat bar / text * Add strings for stats * Change stats window to fit baer's suggestion * Algin the close stats button, add missing strings * Finish code review * Add missing newline * Remove duplicate strings * Add explosive range stat * Use proper string for the explo range stat * Fix capitalization for ctrlParent * Fix conditional stats blocking other stats * Add better integration for ballistics, hearing and explosive stats * Replace the private array in handleStat by params * Add backblast stats * Add backblast stat strings * Add flashlight map color and g-force reduction stats * Shorten preInit * Change stats close button to fit arsenal design * Improve stats page indicator look * Rework how stats are stored and retrieved * Remove args config entry, add priority entry, add vanilla weapon stats * Add vanilla container stats * Remove some lines in preInit * Add ballistics stats * Add hearing stats * Remove uneeded config entries * Add explosive range stat * Add backblast stats * Add spaces after semicolons in statements To make JJ happy because I don't care. * Add flashlights map color stat * Add gforce reduction stat FINALLY FUCKING DONE * Fix headers for the new stats funcs * Add add / remove stat API * Fix typo in removeStat header * Remove uneeded inline func * Clean up add / remove stat * Move all CfgACEArsenalStats entries to their own file * Replace STR_ACE_Ballistics_statAmmo by a BI string * Add script profiler related macro and code * Use the highest ballistic coef instead of first one defined * Add support for future ammo displayname * Add ACE_standardAtmosphere for ballistic coef * Add mag muzzle velocity stat * Add weapon muzzle velocity stat * Add comment explaining the ENABLE_PERF_PROFILING macro * Change cfgACEArsenalStats to ACE_Arsenal_Stats * Make JJ less pissy about spaces around = * Fix indentation in weaponMuzzleVelocity, use param * Use GVAR and EGVAR when appropriate * Prefix all stats except the base class * Fix Merge * Fix aspect ratio scaling of stats panel * Minor fixes
110 lines
2.8 KiB
Plaintext
110 lines
2.8 KiB
Plaintext
/*
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* Author: Alganthe
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* onUnLoad EH for arsenal.
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*
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* Arguments:
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* None
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*
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* Return Value:
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* None
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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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(_this select 1) params ["", "_exitCode"];
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GVAR(camera) cameraEffect ["terminate", "back"];
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private _cameraData = [getposAtl GVAR(camera), (getposAtl GVAR(camera)) vectorFromTo (getposAtl GVAR(cameraHelper))];
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[QGVAR(displayClosed), []] call CBA_fnc_localEvent;
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removeMissionEventHandler ["draw3D", GVAR(camPosUpdateHandle)];
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GVAR(camera) cameraEffect ["terminate","back"];
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player switchCamera GVAR(cameraView);
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deleteVehicle GVAR(cameraHelper);
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camDestroy GVAR(camera);
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if (is3DEN) then {
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private _centerOriginParent = objectParent GVAR(centerOrigin);
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if !(isNull _centerOriginParent) then {
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_centerOriginParent hideObject false;
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};
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GVAR(centerOrigin) hideObject false;
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// Apply the loadout from the dummy to all selected units
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if (_exitCode == 1) then {
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{
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_x setUnitLoadout (getUnitLoadout GVAR(center));
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} foreach (get3DENSelected "object");
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save3DENInventory (get3DENSelected "object");
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};
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deleteVehicle GVAR(light);
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deleteVehicle GVAR(center);
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GVAR(centerOrigin) = nil;
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GVAR(light) = nil;
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get3DENCamera cameraEffect ["internal","back"];
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["ShowInterface",true] call bis_fnc_3DENInterface;
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GVAR(visionMode) call bis_fnc_3DENVisionMode;
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} else {
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// Select correct weapon
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switch GVAR(selectedWeaponType) do {
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case 0: {GVAR(center) selectWeapon primaryWeapon GVAR(center);};
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case 1: {GVAR(center) selectWeapon secondaryWeapon GVAR(center);};
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case 2: {GVAR(center) selectWeapon handgunWeapon GVAR(center);};
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};
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};
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if (isMultiplayer) then {
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[QGVAR(broadcastFace), [GVAR(center), GVAR(currentFace)], QGVAR(center) + "_face"] call CBA_fnc_globalEventJIP;
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[QGVAR(center) + "_face", GVAR(center)] call CBA_fnc_removeGlobalEventJIP;
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[QGVAR(broadcastVoice), [GVAR(center), GVAR(currentVoice)], QGVAR(center) + "_voice"] call CBA_fnc_globalEventJIP;
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[QGVAR(center) + "_voice", GVAR(center)] call CBA_fnc_removeGlobalEventJIP;
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};
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if !(isnull curatorCamera) then {
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curatorcamera cameraEffect ["internal","back"];
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};
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GVAR(camera) = nil;
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GVAR(cameraHelper) = nil;
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GVAR(mouseButtonState) = nil;
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GVAR(currentLeftPanel) = nil;
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GVAR(currentRightPanel) = nil;
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GVAR(leftSearchbarFocus) = nil;
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GVAR(rightSearchbarFocus) = nil;
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GVAR(shiftState) = nil;
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GVAR(leftTabFocus) = nil;
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GVAR(rightTabFocus) = nil;
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GVAR(rightTabLnBFocus) = nil;
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GVAR(selectedWeaponType) = nil;
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GVAR(virtualItems) = nil;
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GVAR(currentItems) = nil;
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GVAR(currentFace) = nil;
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GVAR(currentVoice) = nil;
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GVAR(currentInsignia) = nil;
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GVAR(currentAction) = nil;
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GVAR(showStats) = nil;
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GVAR(statsPagesLeft) = nil;
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GVAR(statsPagesRight) = nil;
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GVAR(statsInfo) = nil;
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GVAR(center) = nil;
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GVAR(centerNotPlayer) = nil;
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showHUD true;
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