ACE3/addons/arsenal/functions/fnc_showItem.sqf
jonpas 742626ff1a
General - Relative script_component.hpp includes (#9378)
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-09-12 20:58:10 +02:00

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#include "..\script_component.hpp"
#include "..\defines.hpp"
/*
* Author: Alganthe
* Change unit animation / play sound preview.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Public: No
*/
if (GVAR(centerNotPlayer)) exitWith {};
// Determine action to play based on current category selection
private _nextAction = switch (GVAR(currentLeftPanel)) do {
// Primary weapon
case IDC_buttonPrimaryWeapon: {
["Civil", "PrimaryWeapon"] select ((GVAR(currentItems) select IDX_CURR_PRIMARY_WEAPON) != "")
};
// Secondary weapon
case IDC_buttonSecondaryWeapon: {
["Civil", "SecondaryWeapon"] select ((GVAR(currentItems) select IDX_CURR_SECONDARY_WEAPON) != "")
};
// Handgun weapon
case IDC_buttonHandgun: {
["Civil", "HandGunOn"] select ((GVAR(currentItems) select IDX_CURR_HANDGUN_WEAPON) != "")
};
// Binoculars
case IDC_buttonBinoculars: {
["Civil", "Binoculars"] select ((GVAR(currentItems) select IDX_CURR_BINO) != "")
};
// Insignia
case IDC_buttonInsignia: {
"Salute"
};
// Voice
case IDC_buttonVoice: {
GVAR(center) directSay "CuratorObjectPlaced";
"Civil"
};
// Other
default {
"Civil"
};
};
// Play the action if a new category of item was selected
if (_nextAction != GVAR(currentAction)) then {
GVAR(selectedWeaponType) = switch (_nextAction) do {
case "PrimaryWeapon": {0};
case "SecondaryWeapon": {1};
case "HandGunOn": {2};
default {GVAR(selectedWeaponType)};
};
if (simulationEnabled GVAR(center)) then {
GVAR(center) playActionNow _nextAction;
} else {
GVAR(center) switchAction _nextAction;
};
GVAR(currentAction) = _nextAction;
};