ACE3/addons/common/functions/fnc_moduleLSDVehicles.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: KoffeinFlummi, joko // Jonas
* Nothing to see here, move along.
*
* Arguments:
* Whatever the module provides. (I dunno.)
*
* Return Value:
* None
*
* Example:
* [bob, target, []] call ace_common_fnc_moduleLSDVehicles
*
* Public: No
*/
params ["", "_units", "_activated"];
if !(_activated) exitWith {};
if (isNil QGVAR(LSD_Vehicles)) then {
GVAR(LSD_Vehicles) = [];
};
{
_hSCount = count (getArray (configFile >> "CfgVehicles" >> typeOf _x >> "hiddenSelections"));
if (_hSCount > 0) then {
GVAR(LSD_Vehicles) pushBack [_x, _hSCount];
};
nil
} count _units;
if (isNil QGVAR(LSD_Colors)) then {
GVAR(LSD_Colors) = [
"#(argb,8,8,3)color(1,0,0,1,co)",
"#(argb,8,8,3)color(1,0.5,0,1,co)",
"#(argb,8,8,3)color(1,1,0,1,co)",
"#(argb,8,8,3)color(0,1,0,1,co)",
"#(argb,8,8,3)color(0,0,1,1,co)",
"#(argb,8,8,3)color(0.2,0,0.5,1,co)",
"#(argb,8,8,3)color(0.5,0,1,1,co)"
];
};
if (isNil QGVAR(LSD_PFH)) then {
GVAR(LSD_PFH) = [{
(_this select 0) params ["_index"];
{
_x params ["_vehicle", "_hSCount"];
for "_i" from 0 to (_hSCount - 1) do {
_vehicle setObjectTexture [_i, GVAR(LSD_Colors) select _index];
};
nil
} count GVAR(LSD_Vehicles);
_index = ((_index + 1) % 7) mod count GVAR(LSD_Colors);
(_this select 0) set [0, _index];
}, 0.02, [0]] call CBA_fnc_addPerFrameHandler;
};
INFO("WEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEED.");