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65e981373b
This allows me to explicitly close the right display and hopefully fix the interface staying open upon mission end. @Commy2's theory is that perhaps the main display `46` is killed upon mission end, meaning that `findDisplay` can't find the spectator display to close it because the game thinks it doesn't exist.
45 lines
1.0 KiB
Plaintext
45 lines
1.0 KiB
Plaintext
/*
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* Author: SilentSpike
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* Interrupts the spectator interface for external systems
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*
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* Arguments:
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* 0: Reason <STRING>
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* 1: Interrupting <BOOL> (default: true)
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*
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* Return Value:
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* None <NIL>
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*
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* Example:
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* ["mySystem"] call ace_spectator_fnc_interrupt
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*
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* Public: Yes
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*/
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#include "script_component.hpp"
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params [["_reason", "", [""]], ["_interrupt", true, [true]]];
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// Nothing to do when spectator is closed
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if !(GVAR(isSet)) exitWith {};
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if (_reason == "") exitWith { ERROR("Invalid Reason"); };
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if (_interrupt) then {
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GVAR(interrupts) pushBack _reason;
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} else {
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GVAR(interrupts) = GVAR(interrupts) - [_reason];
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};
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if (GVAR(interrupts) isEqualTo []) then {
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if (isNull (GETUVAR(GVAR(interface),displayNull))) then {
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(findDisplay 46) createDisplay QGVAR(interface);
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[] call FUNC(transitionCamera);
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};
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} else {
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if !(isNull (GETUVAR(GVAR(interface),displayNull))) then {
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while {dialog} do {
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closeDialog 0;
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};
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(GETUVAR(GVAR(interface),displayNull)) closeDisplay 0;
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};
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};
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