ACE3/addons/ui/functions/fnc_moduleInit.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: Jonpas
* Initializes the UI module.
*
* Arguments:
* 0: Module Logic <LOGIC>
* 1: Units <ARRAY>
* 2: Activated <BOOL>
*
* Return Value:
* None
*
* Example:
* [LOGIC, [bob, kevin], true] call ace_ui_fnc_moduleInit
*
* Public: No
*/
params ["_logic", "_units", "_activated"];
if (!_activated) exitWith {};
[_logic, QGVAR(allowSelectiveUI), "allowSelectiveUI"] call EFUNC(common,readSettingFromModule);
// Basic
if (isArray (missionConfigFile >> "showHUD")) then {
// HUD visibility is hardcoded in mission config and showHUD command is overriden
INFO("User Interface Module Failed to Initialize Basic settings - showHUD overriden in mission config!");
} else {
[_logic, QGVAR(soldierVehicleWeaponInfo), "soldierVehicleWeaponInfo"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(vehicleRadar), "vehicleRadar"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(vehicleCompass), "vehicleCompass"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(commandMenu), "commandMenu"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(groupBar), "groupBar"] call EFUNC(common,readSettingFromModule);
};
// Advanced
[_logic, QGVAR(weaponName), "weaponName"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(weaponNameBackground), "weaponNameBackground"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(firingMode), "firingMode"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(ammoType), "ammoType"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(ammoCount), "ammoCount"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(magCount), "magCount"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(throwableName), "throwableName"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(throwableCount), "throwableCount"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(zeroing), "zeroing"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(weaponLowerInfoBackground), "weaponLowerInfoBackground"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(stance), "stance"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(staminaBar), "staminaBar"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(gunnerWeaponName), "gunnerWeaponName"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(gunnerWeaponNameBackground), "gunnerWeaponNameBackground"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(gunnerFiringMode), "gunnerFiringMode"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(gunnerAmmoType), "gunnerAmmoType"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(gunnerAmmoCount), "gunnerAmmoCount"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(gunnerMagCount), "gunnerMagCount"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(gunnerLaunchableName), "gunnerLaunchableName"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(gunnerLaunchableCount), "gunnerLaunchableCount"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(gunnerZeroing), "gunnerZeroing"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(gunnerWeaponLowerInfoBackground), "gunnerWeaponLowerInfoBackground"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(vehicleName), "vehicleName"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(vehicleNameBackground), "vehicleNameBackground"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(vehicleFuelBar), "vehicleFuelBar"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(vehicleSpeed), "vehicleSpeed"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(vehicleAltitude), "vehicleAltitude"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(vehicleDamage), "vehicleDamage"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(vehicleInfoBackground), "vehicleInfoBackground"] call EFUNC(common,readSettingFromModule);
INFO_1("User Interface Module Initialized. Allow client modifications: %1",GVAR(allowSelectiveUI));