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d3ce75daef
- Overhauls the spectator module entirely to share a similar UX to BI's "End Game Spectator" while maintaining some of the extended flexibility of ACE Spectator. - Simplifies spectator setup by reducing the number of settings. More advanced setup is still possible via the API functions provided.
46 lines
1.2 KiB
Plaintext
46 lines
1.2 KiB
Plaintext
/*
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* Author: SilentSpike
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* Gets the possible entities to spectate based on settings.
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* Optionally includes dead units for the list and switching.
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*
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* Arguments:
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* 0: Include dead <BOOL>
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*
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* Return Value:
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* Valid entities <ARRAY>
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*
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* Example:
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* [true] call ace_spectator_fnc_getTargetEntities
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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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// Include dead units if specified (used by entity list)
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private _entities = allUnits;
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if (param [0,false]) then { _entities append allDeadMen; };
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// Quicker to use local vars that are accessed often in iteration
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private _sides = GVAR(availableSides);
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// Apply entity filtering
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_entities = _entities select {
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(GVAR(enableAI) || {isPlayer _x}) && // AI setting
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{(side group _x) in _sides} && // Available sides
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{simulationEnabled _x && {simulationEnabled vehicle _x}} && // Hide disabled things
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{ !isObjectHidden _x && {!isObjectHidden vehicle _x} } // Hide hidden things
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};
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// Respect the blacklist
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_entities = _entities - GVAR(unitBlacklist);
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// Whitelist overrides filtering
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_entities append GVAR(unitWhitelist);
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// Never include the local player
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_entities deleteAt (_entities find player);
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// Return no duplicates
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_entities arrayIntersect _entities
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