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* Merge ACEX - first attempt Backwards compatibility with XGVAR set of macros used on all settings and config entries Public API functions not taken into account yet, many other things probably still missed * Resolve issues * Switch to addSetting, backward compatible CfgPatches, missed XGVAR. * Remove unnecessary backwards compat * Convert ACEX Categorised settings to initSettings / Fix Intel items magazine * Apply suggestions from code review Co-authored-by: PabstMirror <pabstmirror@gmail.com> * Remove maintainers from merged ACEX components * Cleanup unused module and faction classes * Sitting - Add more object configs by @Dystopian https://github.com/acemod/ACEX/pull/255 * Translations - Add Japanese by @classicarma https://github.com/acemod/ACEX/pull/259 * Kill Tracker - Add killtracker.inc public include file by @Freddo3000" https://github.com/acemod/ACEX/pull/251 * Add ACEX authors and sort authors file * acex - final tweaks (#8513) * acex - handle old funcs * replace thirst/hunger setvars to acex naming fix macro Revert "fix macro" This reverts commit d807e5e804c43916eaa42d34a89af94c6d9a48ad. Revert "replace thirst/hunger setvars to acex naming" This reverts commit bafc607884932d6e339daedc7c22e25dddbdd868. x Co-authored-by: TyroneMF <TyroneMF@hotmail.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
42 lines
1.3 KiB
Plaintext
42 lines
1.3 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: mharis001, Glowbal, PabstMirror
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* Returns children actions for consumable items in player's inventory.
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*
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* Arguments:
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* 0: Player <OBJECT>
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*
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* Return Value:
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* Actions <ARRAY>
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*
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* Example:
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* [_player] call ace_field_rations_fnc_getConsumableChildren
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*
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* Public: No
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*/
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params ["_player"];
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private _fnc_getActions = {
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TRACE_1("Creating consumable item actions",_player);
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private _actions = [];
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private _cfgWeapons = configFile >> "CfgWeapons";
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{
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private _config = _cfgWeapons >> _x;
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if (getNumber (_config >> QXGVAR(thirstQuenched)) > 0 || {getNumber (_config >> QXGVAR(hungerSatiated)) > 0}) then {
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private _displayName = getText (_config >> "displayName");
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private _picture = getText (_config >> "picture");
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// Exec next frame so closing interaction menu doesn't block progressBar
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private _action = [_x, _displayName, _picture, {[FUNC(consumeItem), _this] call CBA_fnc_execNextFrame}, {true}, {}, _x] call EFUNC(interact_menu,createAction);
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_actions pushBack [_action, [], _player];
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};
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} forEach (_player call EFUNC(common,uniqueItems));
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_actions
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};
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[[], _fnc_getActions, _player, QGVAR(consumableActionsCache), 9999, "cba_events_loadoutEvent"] call EFUNC(common,cachedCall);
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