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https://github.com/acemod/ACE3.git
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1d6e07d18f
* Add test class * Add stats mockup * Merge branch 'master' of https://github.com/acemod/ACE3 into arsenalStats * Finish mockup, add basic hide/show logic * Add base for stats * Use CBA EHs for stats to allow 3rd party mods of it * Add handleStats and most of the UI behaviors for stats * Continue work on stats * Add container stats * Add page support for stats * Add text for the ROF stat * Add accuracy in MOA for the accuracy stat * Change accuracy shown number to 1 decimal instead of 2 * Add MIL in the dispersion stat text * Change stats layout, remove dummy text strings * Add some AB stats * Remove last test string * Replace configExtremes by normal lookup where it's relevant * Add "undefined value" string when AB stat isn't present Mostly for laucnhers * Fix typo in preInit * Change drag model stat to ballistic coef * Fix issue with unused stats, change text to white when bar is present * Rewrite some part of handleStats Reason: add support for conditions, less redundant code, less reasons for dedmen to emasculate me * Re-add _hideUnusedFnc, handle empty stats arrays * Pass args to stat conditions, add test condition stat * Add hearing related stats * Remove the padding between stats and the stat bar / text * Add strings for stats * Change stats window to fit baer's suggestion * Algin the close stats button, add missing strings * Finish code review * Add missing newline * Remove duplicate strings * Add explosive range stat * Use proper string for the explo range stat * Fix capitalization for ctrlParent * Fix conditional stats blocking other stats * Add better integration for ballistics, hearing and explosive stats * Replace the private array in handleStat by params * Add backblast stats * Add backblast stat strings * Add flashlight map color and g-force reduction stats * Shorten preInit * Change stats close button to fit arsenal design * Improve stats page indicator look * Rework how stats are stored and retrieved * Remove args config entry, add priority entry, add vanilla weapon stats * Add vanilla container stats * Remove some lines in preInit * Add ballistics stats * Add hearing stats * Remove uneeded config entries * Add explosive range stat * Add backblast stats * Add spaces after semicolons in statements To make JJ happy because I don't care. * Add flashlights map color stat * Add gforce reduction stat FINALLY FUCKING DONE * Fix headers for the new stats funcs * Add add / remove stat API * Fix typo in removeStat header * Remove uneeded inline func * Clean up add / remove stat * Move all CfgACEArsenalStats entries to their own file * Replace STR_ACE_Ballistics_statAmmo by a BI string * Add script profiler related macro and code * Use the highest ballistic coef instead of first one defined * Add support for future ammo displayname * Add ACE_standardAtmosphere for ballistic coef * Add mag muzzle velocity stat * Add weapon muzzle velocity stat * Add comment explaining the ENABLE_PERF_PROFILING macro * Change cfgACEArsenalStats to ACE_Arsenal_Stats * Make JJ less pissy about spaces around = * Fix indentation in weaponMuzzleVelocity, use param * Use GVAR and EGVAR when appropriate * Prefix all stats except the base class * Fix Merge * Fix aspect ratio scaling of stats panel * Minor fixes
80 lines
1.9 KiB
Plaintext
80 lines
1.9 KiB
Plaintext
/*
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* Author: Alganthe
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* Change unit animation / play sound preview.
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*
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* Arguments:
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* None
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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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#include "script_component.hpp"
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#include "..\defines.hpp"
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#ifdef ENABLE_PERF_PROFILING
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private _scopeShowItem = createProfileScope QFUNC(showItem);
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#endif
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if (GVAR(centerNotPlayer)) exitWith {};
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private _nextAction = switch (GVAR(currentLeftPanel)) do {
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case IDC_buttonPrimaryWeapon : {
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["Civil", "PrimaryWeapon"] select ((GVAR(currentItems) select 0) != "")
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};
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case IDC_buttonSecondaryWeapon : {
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["Civil", "SecondaryWeapon"] select (GVAR(currentItems) select 1 != "")
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};
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case IDC_buttonHandgun : {
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["Civil", "HandGunOn"] select (GVAR(currentItems) select 2 != "")
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};
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case IDC_buttonHeadgear;
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case IDC_buttonUniform;
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case IDC_buttonVest;
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case IDC_buttonBackpack;
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case IDC_buttonGoggles;
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case IDC_buttonMap;
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case IDC_buttonGPS;
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case IDC_buttonRadio;
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case IDC_buttonCompass;
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case IDC_buttonWatch;
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case IDC_buttonFace;
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case IDC_buttonNVG : {
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"Civil"
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};
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case IDC_buttonBinoculars : {
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["Civil", "Binoculars"] select (GVAR(currentItems) select 9 != "")
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};
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case IDC_buttonInsigna : {
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"Salute"
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};
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case IDC_buttonVoice : {
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GVAR(center) directSay "CuratorObjectPlaced";
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"Civil"
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};
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};
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if (_nextAction != GVAR(currentAction)) then {
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switch (_nextAction) do {
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case "PrimaryWeapon": {
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GVAR(selectedWeaponType) = 0;
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};
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case "SecondaryWeapon": {
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GVAR(selectedWeaponType) = 1;
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};
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case "HandGunOn": {
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GVAR(selectedWeaponType) = 2;
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};
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};
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if (simulationEnabled GVAR(center)) then {
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GVAR(center) playActionNow _nextAction;
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} else {
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GVAR(center) switchAction _nextAction;
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};
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GVAR(currentAction) = _nextAction;
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};
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