ACE3/addons/interaction/functions/fnc_addPassengersActions.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

70 lines
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#include "script_component.hpp"
/*
* Author: esteldunedain
* Create one action per passenger.
*
* Arguments:
* 0: Vehicle <OBJECT>
* 1: Player <OBJECT>
* 3: Parameters <ARRAY>
*
* Return Value:
* Children actions <ARRAY>
*
* Example:
* [target, player, [params]] call ace_interaction_fnc_addPassengersActions
*
* Public: No
*/
params ["_vehicle", "_player"];
private _actions = [];
{
private _unit = _x;
if (_unit != _player && {getText (configFile >> "CfgVehicles" >> typeOf _unit >> "simulation") != "UAVPilot"}) then {
private _icon = [
"",
"A3\ui_f\data\IGUI\RscIngameUI\RscUnitInfo\role_driver_ca.paa",
"A3\ui_f\data\IGUI\RscIngameUI\RscUnitInfo\role_gunner_ca.paa",
"A3\ui_f\data\IGUI\RscIngameUI\RscUnitInfo\role_commander_ca.paa"
] select (([driver _vehicle, gunner _vehicle, commander _vehicle] find _unit) + 1);
if (_unit getVariable [QEGVAR(captives,isHandcuffed), false]) then {
_icon = QPATHTOEF(captives,UI\handcuff_ca.paa);
};
_actions pushBack [
[
format ["%1", _unit],
[_unit, true] call EFUNC(common,getName),
_icon,
{
//statement (Run on hover) - reset the cache so we will insert actions immedietly when hovering over new unit
TRACE_2("Cleaning Cache",_target,vehicle _target);
[vehicle _target, QEGVAR(interact_menu,ATCache_ACE_SelfActions)] call EFUNC(common,eraseCache);
},
{true},
{
if (EGVAR(interact_menu,selectedTarget) isEqualTo _target) then {
_this call FUNC(addPassengerActions)
} else {
[] //not selected, don't waste time on actions
};
},
[_unit],
{[0, 0, 0]},
2,
[false,false,false,true,false] //add run on hover (4th bit true)
] call EFUNC(interact_menu,createAction),
[],
_unit
];
};
false
} count crew _vehicle;
_actions