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https://github.com/acemod/ACE3.git
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742626ff1a
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
103 lines
3.5 KiB
Plaintext
103 lines
3.5 KiB
Plaintext
#include "..\script_component.hpp"
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#include "..\defines.hpp"
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/*
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* Author: Alganthe, johnb43
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* Open arsenal.
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*
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* Arguments:
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* 0: Box <OBJECT>
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* 1: Unit to open the arsenal on <OBJECT>
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* 2: Ignore virtual items and fill arsenal <BOOL> (default: false)
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*
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* Return Value:
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* None
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*
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* Example:
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* [_box, player] call ace_arsenal_fnc_openBox
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*
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* Public: Yes
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*/
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params [["_object", objNull, [objNull]], ["_center", objNull, [objNull]], ["_mode", false, [false]]];
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if (
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isNull _object ||
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{isNull _center} ||
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{!(_center isKindOf "CAManBase")} ||
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{!(isNull objectParent _center) && {!is3DEN}}
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) exitWith {};
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// If object has no arsenal and chosen option is to not ignore virtual items of object, exit
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if (isNil {_object getVariable QGVAR(virtualItems)} && {!_mode}) exitWith {
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[LLSTRING(noVirtualItems), false, 5, 1] call EFUNC(common,displayText);
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};
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// Don't execute in scheduled environment
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if (canSuspend) exitWith {
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[{_this call FUNC(openBox)}, _this] call CBA_fnc_directCall;
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};
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private _displayToUse = findDisplay IDD_RSCDISPLAYCURATOR;
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_displayToUse = [_displayToUse, findDisplay IDD_MISSION] select (isNull _displayToUse);
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_displayToUse = [_displayToUse, findDisplay IDD_DISPLAY3DEN] select is3DEN;
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// Check if the display is available and that there isn't already a camera for the arsenal
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if (isNull _displayToUse || {!isNil QGVAR(camera)}) exitWith {
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[LLSTRING(CantOpenDisplay), false, 5, 1] call EFUNC(common,displayText);
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};
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GVAR(currentBox) = _object;
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if (_mode) then {
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// Add all the items from the game that the arsenal has detected
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GVAR(virtualItems) = +(uiNamespace getVariable QGVAR(configItems));
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GVAR(virtualItemsFlat) = +(uiNamespace getVariable QGVAR(configItemsFlat));
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} else {
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// Add only specified items to the arsenal
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private _virtualItems = _object getVariable QGVAR(virtualItems);
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GVAR(virtualItems) = if (isNil "_virtualItems") then {
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_virtualItems = [
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[IDX_VIRT_WEAPONS, createHashMapFromArray [[IDX_VIRT_PRIMARY_WEAPONS, createHashMap], [IDX_VIRT_SECONDARY_WEAPONS, createHashMap], [IDX_VIRT_HANDGUN_WEAPONS, createHashMap]]],
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[IDX_VIRT_ATTACHMENTS, createHashMapFromArray [[IDX_VIRT_OPTICS_ATTACHMENTS, createHashMap], [IDX_VIRT_FLASHLIGHT_ATTACHMENTS, createHashMap], [IDX_VIRT_MUZZLE_ATTACHMENTS, createHashMap], [IDX_VIRT_BIPOD_ATTACHMENTS, createHashMap]]]
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];
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_virtualItems = createHashMapFromArray _virtualItems;
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for "_index" from IDX_VIRT_ITEMS_ALL to IDX_VIRT_MISC_ITEMS do {
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_virtualItems set [_index, createHashMap];
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};
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} else {
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+_virtualItems
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};
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// Flatten out hashmaps for easy checking later
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private _virtualItemsFlat = +_virtualItems;
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private _weapons = _virtualItemsFlat deleteAt IDX_VIRT_WEAPONS;
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private _attachments = _virtualItemsFlat deleteAt IDX_VIRT_ATTACHMENTS;
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for "_index" from IDX_VIRT_ITEMS_ALL to IDX_VIRT_MISC_ITEMS do {
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_virtualItemsFlat merge [_virtualItemsFlat deleteAt _index, true];
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};
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for "_index" from IDX_VIRT_PRIMARY_WEAPONS to IDX_VIRT_HANDGUN_WEAPONS do {
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_virtualItemsFlat merge [_weapons deleteAt _index, true];
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};
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for "_index" from IDX_VIRT_OPTICS_ATTACHMENTS to IDX_VIRT_BIPOD_ATTACHMENTS do {
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_virtualItemsFlat merge [_attachments deleteAt _index, true];
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};
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GVAR(virtualItemsFlat) = _virtualItemsFlat;
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};
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GVAR(center) = _center;
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if (is3DEN) then {
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_displayToUse createDisplay QGVAR(display);
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} else {
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[{
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_this createDisplay QGVAR(display);
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}, _displayToUse] call CBA_fnc_execNextFrame;
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};
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