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c8404f496e
* Arsenal update * Fixes * Update fnc_onSelChangedLeft.sqf * Update fnc_updateUniqueItemsList.sqf * Header fixes * Fix for defines.hpp Co-authored-by: Dystopian <sddex@ya.ru> * Moved fnc_baseWeapon, filtered invalid items * Update addons/arsenal/functions/fnc_scanConfig.sqf Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Fixes and tweaks - Sorting is guaranteed to give a fixed order - Dog tags no longer throw errors when reloading the ACE arsenal mission when you had some saved in your loadout before quitting the last time you played. * Cleanup, bug fixes and additions - Added the ability to add items from "CfgMagazines" into the "Misc. items" or custom tabs. - Added "baseWeapon" class support for weapon attachments. If a weapon attachment has the config property "baseWeapon" defined, it will take that item and show that in the arsenal. - Added stronger filtering on item scopes (scope > 0 at least for every item) - Added "descending" (default, as it is now) and "ascending" sort order as a drop down menu, - Unique backpacks in containers can now be removed with either the "-" or "clear all items" button. - When sorting by a number, 2 decimal points have been added, so that when you sort by weight it returns the correct order. * More fixes and tweaks - Converted the arsenal to partially work with hashmaps instead of arrays (for configItems and virtualItems, currentItems is still an array). - Because of the above, performance of FUNC(addVirtualItems) and FUNC(removeVirtualItems) has improved immensely. - Sorting now caches results, reducing repeated sorting times drastically. - CBA disposable launchers are handled differently now: Within the arsenal, you can change weapon attachments on disposable launchers, but you can't change their magazines (primary or secondary). Item info on the right and the stats show correct information. - FUNC(addSort) now checks if the new sorting method already exists and doesn't add it if it does. - FUNC(removeSort) now exists. You can't remove the default sort type (alphabetically) to avoid problems with the arsenal. - Both FUNC(addStat) and FUNC(compileStats) actually taken priority into account now. Because of that priority on several stats needed to be tweaked. - FUNC(removeStat) ensures that there are no gaps within the stat array (so if there is an empty spot in the stats page, it's because there is a stat, but the condition for it being shown hasn't been met). * Update fnc_replaceUniqueItemsLoadout.sqf * Update fnc_onSelChangedLeft.sqf * Update fnc_scanConfig.sqf * Update docs/wiki/framework/arsenal-framework.md Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Minor cleanup * Baseweapon filtering * Improvements + better unique items support * Update fnc_fillRightPanel.sqf * Update fnc_onSelChangedLeft.sqf Fixed: Switching between weapons with incompatible primary magazines while a compatible secondary magazine is loaded doesn't equip the new weapon's primary magazine. * Update addons/common/functions/fnc_uniqueUnitItems.sqf Co-authored-by: PabstMirror <pabstmirror@gmail.com> * undefined variable Co-authored-by: PabstMirror <pabstmirror@gmail.com> * fix undefined loadout var * Update fnc_fillLoadoutsList.sqf --------- Co-authored-by: Dystopian <sddex@ya.ru> Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
203 lines
11 KiB
Plaintext
203 lines
11 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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* Handles selection changes on the right panel.
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*
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* Arguments:
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* 0: Right panel control <CONTROL>
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* 1: Right panel selection <NUMBER>
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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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params ["_control", "_curSel"];
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if (_curSel < 0) exitwith {};
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private _display = ctrlParent _control;
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private _item = _control lbData _curSel;
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private _currentItemsIndex = IDX_CURR_PRIMARY_WEAPON_ITEMS + ([IDC_buttonPrimaryWeapon, IDC_buttonSecondaryWeapon, IDC_buttonHandgun, IDC_buttonBinoculars] find GVAR(currentLeftPanel));
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private _itemIndex = [IDC_buttonMuzzle, IDC_buttonItemAcc, IDC_buttonOptic, IDC_buttonBipod, IDC_buttonCurrentMag, IDC_buttonCurrentMag2] find GVAR(currentRightPanel);
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// Check which right panel has changed
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switch (_currentItemsIndex) do {
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// Primary weapon
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case IDX_CURR_PRIMARY_WEAPON_ITEMS: {
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// If removal
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if (_item == "") then {
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private _secondaryMagazine = (GVAR(currentItems) select IDX_CURR_PRIMARY_WEAPON_ITEMS) select 5;
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// If secondary magazine, make sure to remove from correct muzzle
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if (_itemIndex == 5 && {_secondaryMagazine != ""} && {((GVAR(currentItems) select IDX_CURR_PRIMARY_WEAPON_ITEMS) select 4) == _secondaryMagazine}) then {
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// Remove both magazines
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GVAR(center) removePrimaryWeaponItem _secondaryMagazine;
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GVAR(center) removePrimaryWeaponItem _secondaryMagazine;
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// Add magazine back into primary muzzle
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GVAR(center) addWeaponItem [primaryWeapon GVAR(center), _secondaryMagazine, true];
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} else {
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GVAR(center) removePrimaryWeaponItem ((GVAR(currentItems) select IDX_CURR_PRIMARY_WEAPON_ITEMS) select _itemIndex);
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};
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} else {
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// Don't add item if it isn't a different item than what the unit already has
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if (_item != ((GVAR(currentItems) select IDX_CURR_PRIMARY_WEAPON_ITEMS) select _itemIndex)) then {
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// If magazine, make sure to add to correct muzzle
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if (_itemIndex >= 4) then {
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private _weapon = primaryWeapon GVAR(center);
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GVAR(center) addWeaponItem [_weapon, [_item, nil, (_weapon call CBA_fnc_getMuzzles) param [_itemIndex - 4, ""]], true];
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} else {
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GVAR(center) addWeaponItem [primaryWeapon GVAR(center), _item, true];
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};
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};
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};
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// Update currentItems
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(getUnitLoadout GVAR(center) select IDX_LOADOUT_PRIMARY_WEAPON) params ["", "_muzzle", "_flashlight", "_optics", "_primaryMagazine", "_secondaryMagazine", "_bipod"];
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GVAR(currentItems) set [IDX_CURR_PRIMARY_WEAPON_ITEMS, [_muzzle, _flashlight, _optics, _bipod, _primaryMagazine param [0, ""], _secondaryMagazine param [0, ""]]];
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[_display, _control, _curSel, configFile >> ["CfgWeapons", "CfgMagazines"] select (_itemIndex >= 4) >> _item] call FUNC(itemInfo);
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};
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// Secondary weapon
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case IDX_CURR_SECONDARY_WEAPON_ITEMS: {
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private _isDisposable = CBA_disposable_replaceDisposableLauncher && {!isNil {CBA_disposable_loadedLaunchers getVariable (secondaryWeapon GVAR(center))}};
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// If removal
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if (_item == "") then {
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// Don't unload magazines from diposable weapons
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if (_isDisposable && {_itemIndex >= 4}) exitWith {
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TRACE_1("Ignoring unload of magazine from disposable",secondaryWeapon GVAR(center));
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};
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private _secondaryMagazine = (GVAR(currentItems) select IDX_CURR_SECONDARY_WEAPON_ITEMS) select 5;
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// If secondary magazine, make sure to remove from correct muzzle
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if (_itemIndex == 5 && {_secondaryMagazine != ""} && {((GVAR(currentItems) select IDX_CURR_SECONDARY_WEAPON_ITEMS) select 4) == _secondaryMagazine}) then {
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// Remove both magazines
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GVAR(center) removeSecondaryWeaponItem _secondaryMagazine;
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GVAR(center) removeSecondaryWeaponItem _secondaryMagazine;
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// Add magazine back into primary muzzle
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GVAR(center) addWeaponItem [secondaryWeapon GVAR(center), _secondaryMagazine, true];
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} else {
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GVAR(center) removeSecondaryWeaponItem ((GVAR(currentItems) select IDX_CURR_SECONDARY_WEAPON_ITEMS) select _itemIndex);
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};
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} else {
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// Don't add item if it isn't a different item than what the unit already has
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if (_item != ((GVAR(currentItems) select IDX_CURR_SECONDARY_WEAPON_ITEMS) select _itemIndex)) then {
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// If magazine, make sure to add to correct muzzle
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if (_itemIndex >= 4) then {
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private _weapon = secondaryWeapon GVAR(center);
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GVAR(center) addWeaponItem [_weapon, [_item, nil, (_weapon call CBA_fnc_getMuzzles) param [_itemIndex - 4, ""]], true];
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} else {
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GVAR(center) addWeaponItem [secondaryWeapon GVAR(center), _item, true];
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};
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};
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};
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// Update currentItems
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if !(_isDisposable && {_itemIndex >= 4}) then {
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(getUnitLoadout GVAR(center) select IDX_LOADOUT_SECONDARY_WEAPON) params ["", "_muzzle", "_flashlight", "_optics", "_primaryMagazine", "_secondaryMagazine", "_bipod"];
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GVAR(currentItems) set [IDX_CURR_SECONDARY_WEAPON_ITEMS, [_muzzle, _flashlight, _optics, _bipod, _primaryMagazine param [0, ""], _secondaryMagazine param [0, ""]]];
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};
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[_display, _control, _curSel, configFile >> ["CfgWeapons", "CfgMagazines"] select (_itemIndex >= 4) >> _item] call FUNC(itemInfo);
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};
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// Handgun weapon
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case IDX_CURR_HANDGUN_WEAPON_ITEMS: {
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if (_item == "") then {
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private _secondaryMagazine = (GVAR(currentItems) select IDX_CURR_HANDGUN_WEAPON_ITEMS) select 5;
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// If secondary magazine, make sure to remove from correct muzzle
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if (_itemIndex == 5 && {_secondaryMagazine != ""} && {((GVAR(currentItems) select IDX_CURR_HANDGUN_WEAPON_ITEMS) select 4) == _secondaryMagazine}) then {
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// Remove both magazines
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GVAR(center) removeHandgunItem _secondaryMagazine;
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GVAR(center) removeHandgunItem _secondaryMagazine;
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// Add magazine back into primary muzzle
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GVAR(center) addWeaponItem [handgunWeapon GVAR(center), _secondaryMagazine, true];
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} else {
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GVAR(center) removeHandgunItem ((GVAR(currentItems) select IDX_CURR_HANDGUN_WEAPON_ITEMS) select _itemIndex);
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};
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} else {
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// Don't add item if it isn't a different item than what the unit already has
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if (_item != ((GVAR(currentItems) select IDX_CURR_HANDGUN_WEAPON_ITEMS) select _itemIndex)) then {
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// If magazine, make sure to add to correct muzzle
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if (_itemIndex >= 4) then {
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private _weapon = handgunWeapon GVAR(center);
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GVAR(center) addWeaponItem [_weapon, [_item, nil, (_weapon call CBA_fnc_getMuzzles) param [_itemIndex - 4, ""]], true];
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} else {
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GVAR(center) addWeaponItem [handgunWeapon GVAR(center), _item, true];
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};
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};
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};
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// Update currentItems
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(getUnitLoadout GVAR(center) select IDX_LOADOUT_HANDGUN_WEAPON) params ["", "_muzzle", "_flashlight", "_optics", "_primaryMagazine", "_secondaryMagazine", "_bipod"];
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// https://feedback.bistudio.com/T173880
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_primaryMagazine = _primaryMagazine param [0, ""];
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private _handgunMagazines = handgunMagazine GVAR(center);
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// Delete the first magazine (but keep one if both magazines are the same)
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_handgunMagazines deleteAt (_handgunMagazines findIf {_x == _primaryMagazine});
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GVAR(currentItems) set [IDX_CURR_HANDGUN_WEAPON_ITEMS, [_muzzle, _flashlight, _optics, _bipod, _primaryMagazine, _handgunMagazines param [0, ""]]];
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[_display, _control, _curSel, configFile >> ["CfgWeapons", "CfgMagazines"] select (_itemIndex >= 4) >> _item] call FUNC(itemInfo);
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};
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// Binoculars
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case IDX_CURR_BINO_ITEMS: {
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if (_item == "") then {
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private _secondaryMagazine = (GVAR(currentItems) select IDX_CURR_BINO_ITEMS) select 5;
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// If secondary magazine, make sure to remove from correct muzzle
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if (_itemIndex == 5 && {_secondaryMagazine != ""} && {((GVAR(currentItems) select IDX_CURR_BINO_ITEMS) select 4) == _secondaryMagazine}) then {
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// Remove both magazines
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GVAR(center) removeBinocularItem _secondaryMagazine;
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GVAR(center) removeBinocularItem _secondaryMagazine;
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// Add magazine back into primary muzzle
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GVAR(center) addWeaponItem [binocular GVAR(center), _secondaryMagazine, true];
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} else {
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GVAR(center) removeBinocularItem ((GVAR(currentItems) select IDX_CURR_BINO_ITEMS) select _itemIndex);
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};
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} else {
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// Don't add item if it isn't a different item than what the unit already has
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if (_item != ((GVAR(currentItems) select IDX_CURR_BINO_ITEMS) select _itemIndex)) then {
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// If magazine, make sure to add to correct muzzle
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if (_itemIndex >= 4) then {
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private _weapon = binocular GVAR(center);
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GVAR(center) addWeaponItem [_weapon, [_item, nil, (_weapon call CBA_fnc_getMuzzles) param [_itemIndex - 4, ""]], true];
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} else {
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GVAR(center) addWeaponItem [binocular GVAR(center), _item, true];
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};
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};
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};
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// Update currentItems
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(getUnitLoadout GVAR(center) select IDX_LOADOUT_BINO) params ["", "_muzzle", "_flashlight", "_optics", "_primaryMagazine", "_secondaryMagazine", "_bipod"];
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// https://feedback.bistudio.com/T173880 (unsure if binocular weapons are affected by this)
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_primaryMagazine = _primaryMagazine param [0, ""];
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private _binocularMagazines = binocularMagazine GVAR(center);
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// Delete the first magazine (but keep one if both magazines are the same)
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_binocularMagazines deleteAt (_binocularMagazines findIf {_x == _primaryMagazine});
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GVAR(currentItems) set [IDX_CURR_BINO_ITEMS, [_muzzle, _flashlight, _optics, _bipod, _primaryMagazine, _binocularMagazines param [0, ""]]];
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[_display, _control, _curSel, configFile >> ["CfgWeapons", "CfgMagazines"] select (_itemIndex >= 4) >> _item] call FUNC(itemInfo);
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};
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};
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// Update weight display
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(_display displayCtrl IDC_totalWeightText) ctrlSetText (format ["%1 (%2)", GVAR(center) call EFUNC(common,getWeight), [GVAR(center), 1] call EFUNC(common,getWeight)]);
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