ACE3/addons/explosives/functions/fnc_addTriggerActions.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: Garth 'L-H' de Wet
* Opens the UI for explosive trigger selection
*
* Arguments:
* 0: Explosive Magazine <STRING>
* 1: Explosive <OBJECT>
*
* Return Value:
* None
*
* Example:
* [lbData [8866, lbCurSel 8866], _explosive] call ACE_Explosives_fnc_addTriggerActions;
*
* Public: No
*/
params ["_magazine", "_explosive"];
TRACE_2("params",_magazine,_explosive);
private _isAttached = !isNull (attachedTo _explosive);
private _detonators = [ACE_player] call FUNC(getDetonators);
private _triggerTypes = [_magazine] call FUNC(triggerType);
private _magTriggers = ConfigFile >> "CfgMagazines" >> _magazine >> "ACE_Triggers";
private _children = [];
{
private _required = getArray (_x >> "requires");
private _hasRequiredItems = true;
{
if !(_x in _detonators) exitWith {
_hasRequiredItems = false;
};
} count _required;
if (_hasRequiredItems && {(!_isAttached) || {(getNumber (_x >> "isAttachable")) == 1}}) then {
_children pushBack
[
[
format ["Trigger_%1", _forEachIndex],
if(isText(_magTriggers >> configName _x >> "displayName"))then
{getText(_magTriggers >> configName _x >> "displayName")}
else{getText(_x >> "displayName")},
if(isText(_magTriggers >> configName _x >> "picture"))then
{getText(_magTriggers >> configName _x >> "picture")}
else{getText(_x >> "picture")},
{(_this select 2) call FUNC(selectTrigger);},
{true},
{},
[_explosive, _magazine, configName _x]
] call EFUNC(interact_menu,createAction),
[],
ACE_Player
];
};
} forEach _triggerTypes;
_children