ACE3/addons/common/functions/fnc_addActionMenuEventHandler.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: commy2
* Add an addAction event to a unit. Used to handle multiple addAction events and add a action to the mouse wheel menu. Global arguments, local effects. Does only work for player controlled units.
*
* Arguments:
* 0: Unit the action should be assigned to <OBJECT>
* 1: Menu title of the action <STRING>
* 2: Name of the action, e.g. "DefaultAction" <STRING>
* 3: Condition <CODE, STRING>
* 4: Code to execute by the action <CODE, STRING>
* 5: Condition for the menu action <CODE, STRING>
* 6: Code to execute from the menu <CODE, STRING>
* 7: Priority of the action (default: 0) <NUMBER>
*
* Return Value:
* ID of the action (used to remove it later) <NUMBER>
*
* Example:
* [bob, "Title", "DefaultAction", "condition", "execute", "conditionmenu", "executemenu", 5] call ace_common_fnc_addActionMenuEventHandler
*
* Public: No
*/
params ["_unit", "_displayName", "_action", "_condition", "_statement", "_condition2", "_statement2", ["_priority", 0]];
if (_condition isEqualType "") then {
_condition = compile _condition;
};
if (_statement isEqualType "") then {
_statement = compile _statement;
};
if (_condition2 isEqualType "") then {
_condition2 = compile _condition2;
};
if (_statement2 isEqualType "") then {
_statement2 = compile _statement2;
};
private _name = format ["ACE_ActionMenu_%1", _action];
private _actionsVar = _unit getVariable [_name, [-1, [], []]];
_actionsVar params ["_id", "_actionIDs", "_actions"];
_id = _id + 1;
private _nameVar = format ["%1_ID%2", _name, _id];
missionNamespace setVariable [_nameVar, [_condition, _statement, _condition2, _statement2]];
_actionIDs pushBack _id;
private _addAction = call compile format [
"[
'%2',
{[{if (inputAction '%1' == 0) then {if (_this call (%3 select 2)) then {_this call (%3 select 3)}} else {_this call (%3 select 1)}}, _this] call CBA_fnc_directCall},
nil,
%4,
false,
true,
'%1',
""if (_this != ACE_player || {vehicle _this != _target}) exitWith {false}; [_target, _this] call (%3 select 0)""
]",
_action,
_displayName,
_nameVar,
_priority
];
private _actionID = _unit addAction _addAction;
_actions pushBack [_actionID, _nameVar];
_unit setVariable [_name, [_id, _actionIDs, _actions], false];
_id