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105 lines
3.5 KiB
Plaintext
105 lines
3.5 KiB
Plaintext
/*
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* Author: NouberNou and CAA-Picard
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* Compile the self action menu from config for an object's class
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*
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* Argument:
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* 0: Object or class name <OBJECT> or <STRING>
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*
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* Return value:
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* None
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*
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* Public: No
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*/
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#include "script_component.hpp";
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EXPLODE_1_PVT(_this,_target);
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private ["_objectType","_actionsVarName"];
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_objectType = _target;
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if (typeName _target == "OBJECT") then {
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_objectType = typeOf _target;
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};
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_actionsVarName = format [QGVAR(SelfAct_%1), _objectType];
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// Exit if the action menu is already compiled for this class
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if !(isNil {missionNamespace getVariable [_actionsVarName, nil]}) exitWith {};
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private "_recurseFnc";
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_recurseFnc = {
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private ["_actions", "_displayName", "_distance", "_icon", "_statement", "_selection", "_condition", "_showDisabled",
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"_enableInside", "_canCollapse", "_runOnHover", "_children", "_entry", "_entryCfg", "_insertChildren"];
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EXPLODE_1_PVT(_this,_actionsCfg);
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_actions = [];
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for "_i" from 0 to (count _actionsCfg) - 1 do {
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_entryCfg = _actionsCfg select _i;
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if(isClass _entryCfg) then {
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_displayName = getText (_entryCfg >> "displayName");
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_icon = getText (_entryCfg >> "icon");
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_statement = compile (getText (_entryCfg >> "statement"));
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_condition = getText (_entryCfg >> "condition");
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if (_condition == "") then {_condition = "true"};
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// Add canInteract (including exceptions) and canInteractWith to condition
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_condition = _condition + format [QUOTE( && {[ARR_3(ACE_player, objNull, %1)] call EFUNC(common,canInteractWith)} ), getArray (_entryCfg >> "exceptions")];
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_insertChildren = compile (getText (_entryCfg >> "insertChildren"));
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_showDisabled = (getNumber (_entryCfg >> "showDisabled")) > 0;
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_enableInside = (getNumber (_entryCfg >> "enableInside")) > 0;
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_canCollapse = (getNumber (_entryCfg >> "canCollapse")) > 0;
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_runOnHover = (getNumber (_entryCfg >> "runOnHover")) > 0;
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_condition = compile _condition;
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_children = [_entryCfg] call _recurseFnc;
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_entry = [
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[
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configName _entryCfg,
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_displayName,
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_icon,
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_statement,
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_condition,
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_insertChildren,
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[],
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[0,0,0],
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10, //distace
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[_showDisabled,_enableInside,_canCollapse,_runOnHover]
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],
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_children
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];
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_actions pushBack _entry;
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};
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};
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_actions
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};
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private "_actionsCfg";
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_actionsCfg = configFile >> "CfgVehicles" >> _objectType >> "ACE_SelfActions";
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// Create a master action to base on self action
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_actions = [
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[
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[
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"ACE_SelfActions",
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"Self Actions",
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"\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa",
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{
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// Dummy statement so it's not collapsed when there's no available actions
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true
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},
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{[ACE_player, objNull, ["isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering"]] call EFUNC(common,canInteractWith)},
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{},
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[],
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"Spine3",
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10,
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[false,true,false]
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],
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[_actionsCfg] call _recurseFnc
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]
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];
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missionNamespace setVariable [_actionsVarName, _actions];
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