ACE3/addons/explosives/functions/fnc_addDetonateActions.sqf

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/*
* Author: Garth 'L-H' de Wet
* Opens the UI for explosive detonation selection
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Trigger classname <STRING>
*
* Return Value:
* None
*
* Example:
* [player, "ACE_M26_Clacker"] call ACE_Explosives_fnc_addDetonateActions;
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit", "_detonator"];
TRACE_2("params",_unit,_detonator);
private ["_result", "_item", "_children", "_range", "_required","_explosivesList"];
_range = getNumber (ConfigFile >> "CfgWeapons" >> _detonator >> QGVAR(Range));
_result = [_unit] call FUNC(getPlacedExplosives);
_children = [];
_explosivesList = [];
{
if (!isNull(_x select 0)) then {
_required = getArray (ConfigFile >> "ACE_Triggers" >> (_x select 4) >> "requires");
if (_detonator in _required) then {
_item = ConfigFile >> "CfgMagazines" >> (_x select 3);
_explosivesList pushBack _x;
_children pushBack
[
[
format ["Explosive_%1", _forEachIndex],
_x select 2,
getText(_item >> "picture"),
{(_this select 2) call FUNC(detonateExplosive);},
{true},
{},
[_unit,_range,_x]
] call EFUNC(interact_menu,createAction),
[],
_unit
];
};
};
} forEach _result;
// Add action to detonate all explosives tied to the detonator
if (count _explosivesList > 0) then {
_children pushBack [
[
"Explosive_All",
localize LSTRING(DetonateAll),
getText(ConfigFile >> "CfgWeapons" >> _detonator >> "picture"),
{(_this select 2) call FUNC(detonateExplosiveAll);},
{true},
{},
[_unit,_range,_explosivesList]
] call EFUNC(interact_menu,createAction),
[],
_unit
];
};
_children