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* 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
40 lines
1.1 KiB
Plaintext
40 lines
1.1 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: voiper
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* Compile list of chemlight classnames and add to the "Chemlight shield" parent menu.
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*
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* Arguments:
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* 0: Vehicle <OBJECT>
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* 1: Player <OBJECT>
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* 2: Parameters <ARRAY>
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*
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* Return Value:
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* None
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*
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* Example:
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* [_player, _player, []] call ace_chemlights_fnc_compileChemlightMenu;
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*
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* Public: No
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*/
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params ["", "_player", "_args"];
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private _actions = [];
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private _chemlights = [_player] call FUNC(getShieldComponents);
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//add all carried chemlight menus
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{
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private _config = (configFile >> "CfgMagazines" >> _x);
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private _icon = getText (_config >> "picture");
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private _shieldClass = getText (_config >> "ACE_Chemlight_Shield");
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private _displayName = getText (configFile >> "CfgWeapons" >> _shieldClass >> "displayName");
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_displayName = format [localize LSTRING(Action_Prepare), _displayName];
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private _statement = {_this call FUNC(prepShield)};
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private _action = [_x, _displayName, _icon, _statement, {true}, {}, [_x, _shieldClass]] call EFUNC(interact_menu,createAction);
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_actions pushBack [_action, [], _player];
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} forEach _chemlights;
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_actions
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