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https://github.com/acemod/ACE3.git
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e5178fe6fd
* Force better names in explosives placing menu
* Revert "Force better names in explosives placing menu"
This reverts commit 29af35ae8b
.
* Use `displayName` instead of `displayNameShort`
175 lines
6.1 KiB
Plaintext
175 lines
6.1 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: Garth 'L-H' de Wet
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* Opens the UI for explosive detonation selection
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Trigger classname <STRING>
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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, "ACE_M26_Clacker"] call ACE_Explosives_fnc_addDetonateActions;
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*
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* Public: No
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*/
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params ["_unit", "_detonator"];
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TRACE_2("params",_unit,_detonator);
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private _range = getNumber (ConfigFile >> "CfgWeapons" >> _detonator >> QGVAR(Range));
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private _result = [_unit] call FUNC(getPlacedExplosives);
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private _children = [];
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private _explosivesList = [];
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{
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if (!isNull(_x select 0)) then {
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private _required = getArray (ConfigFile >> "ACE_Triggers" >> (_x select 4) >> "requires");
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if (_detonator in _required) then {
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private _item = ConfigFile >> "CfgMagazines" >> (_x select 3);
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_explosivesList pushBack _x;
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_children pushBack
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[
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[
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format ["Explosive_%1", _forEachIndex],
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_x select 2,
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getText(_item >> "picture"),
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{(_this select 2) call FUNC(detonateExplosive);},
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{true},
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{},
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[_unit,_range,_x,_detonator]
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] call EFUNC(interact_menu,createAction),
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[],
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_unit
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];
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};
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};
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} forEach _result;
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// If the detonator is not active, is a clacker and has assigned explosives, generate an interaction to make it the active detonator for use with the "trigger all" keybind
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if (
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_detonator != GVAR(activeTrigger) &&
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{_detonator != "Cellphone"} &&
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{
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_explosivesList isNotEqualTo [] ||
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{_detonator == "ACE_DeadManSwitch" && {_unit getVariable [QGVAR(deadmanInvExplosive), ""] != ""}}
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}
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) then {
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_children pushBack [
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[
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QGVAR(setActiveTrigger),
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LLSTRING(SetActiveTrigger),
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"",
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{GVAR(activeTrigger) = (_this select 2) select 0;},
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{true},
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{},
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[_detonator]
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] call EFUNC(interact_menu,createAction),
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[],
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_unit
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];
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};
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if (_detonator != "ACE_DeadManSwitch") then {
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// Add action to detonate all explosives tied to the detonator
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if (count _explosivesList > 1) then {
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_children pushBack [
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[
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"Explosive_All",
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LLSTRING(DetonateAll),
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getText (configFile >> "CfgWeapons" >> _detonator >> "picture"),
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{(_this select 2) call FUNC(detonateExplosiveAll);},
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{true},
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{},
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[_unit, _range, _explosivesList, _detonator]
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] call EFUNC(interact_menu,createAction),
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[],
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_unit
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];
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};
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} else {
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//Adds actions for the explosives you can connect to the deadman switch.
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private _connectedInventoryExplosive = _unit getVariable [QGVAR(deadmanInvExplosive), ""];
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if ((_connectedInventoryExplosive != "") && {!(_connectedInventoryExplosive in (magazines _unit))}) then {
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TRACE_1("set, but missing in inventory",_connectedInventoryExplosive);
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_unit setVariable [QGVAR(deadmanInvExplosive), "", true];
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};
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_connectedInventoryExplosive = _unit getVariable [QGVAR(deadmanInvExplosive), ""];
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//Add action to detonate all explosives (including the inventory explosive):
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if (_connectedInventoryExplosive != "" || {count _explosivesList > 1}) then {
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_children pushBack [
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[
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"Explosive_All_Deadman",
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LLSTRING(DetonateAll),
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getText (configFile >> "CfgWeapons" >> _detonator >> "picture"),
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{[_player] call FUNC(onIncapacitated)},
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{true}
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] call EFUNC(interact_menu,createAction),
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[],
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_unit
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];
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};
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if (_connectedInventoryExplosive != "") then {
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//Add the disconnect action
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private _magConfig = configFile >> "CfgMagazines" >> _connectedInventoryExplosive;
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private _name = getText (_magConfig >> "displayName");
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private _picture = getText (_magConfig >> "picture");
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_children pushBack [
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([
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"Deadman_disconnect",
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format ["%1 %2", localize "str_disp_disconnect", _name],
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_picture,
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{
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params ["_player"];
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TRACE_1("clear",_player);
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_player setVariable [QGVAR(deadmanInvExplosive), "", true];
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},
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{true}
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] call EFUNC(interact_menu,createAction)),
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[],
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_unit
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];
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} else {
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//Add all magazines that would work with the deadman switch
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private _procressedMags = [];
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{
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private _mag = _x;
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if !(_mag in _procressedMags) then {
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_procressedMags pushBack _x;
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private _magConfig = configFile >> "CfgMagazines" >> _mag;
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private _supportedTriggers = getArray (_magConfig >> "ACE_Triggers" >> "SupportedTriggers");
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if (({_x == "DeadmanSwitch"} count _supportedTriggers) == 1) then { //case insensitive search
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private _name = getText (_magConfig >> "displayName");
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private _picture = getText (_magConfig >> "picture");
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_children pushBack [
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([
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format ["Deadman_exp_%1", _mag],
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format [localize LSTRING(connectInventoryExplosiveToDeadman), _name],
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_picture,
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{
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params ["_player", "", "_mag"];
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TRACE_2("set new",_player,_mag);
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_player setVariable [QGVAR(deadmanInvExplosive), _mag, true];
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},
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{(_this select 2) in (magazines _player)},
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{},
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(_mag)
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] call EFUNC(interact_menu,createAction)), [], _unit];
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};
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};
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} forEach (magazines _unit);
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};
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};
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_children
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