ACE3/addons/arsenal/functions/fnc_onArsenalClose.sqf
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Tools - document_functions.py: handle header sub indexs for arguments (#9303)
* tools - handle header sub indexs for arguements

* convert remaining

* Update coding-guidelines.md
2023-08-08 22:51:20 -05:00

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#include "script_component.hpp"
/*
* Author: Alganthe
* onUnLoad EH for arsenal.
*
* Arguments:
* 0: Not used
* 1: Args <ARRAY>
* - 0: Not used
* - 1: Exit code <NUMBER>
*
* Return Value:
* None
*
* Public: No
*/
(_this select 1) params ["", "_exitCode"];
[QGVAR(displayClosed), []] call CBA_fnc_localEvent;
removeMissionEventHandler ["draw3D", GVAR(camPosUpdateHandle)];
if (is3DEN) then {
private _centerOriginParent = objectParent GVAR(centerOrigin);
if !(isNull _centerOriginParent) then {
_centerOriginParent hideObject false;
};
GVAR(centerOrigin) hideObject false;
// Apply the loadout from the dummy to all selected units
if (_exitCode == 1) then {
private _extendedLoadout = GVAR(center) call CBA_fnc_getLoadout;
private _objects = get3DENSelected "object";
{
[_x, _extendedLoadout] call CBA_fnc_setLoadout;
} forEach _objects;
save3DENInventory _objects;
};
deleteVehicle GVAR(light);
deleteVehicle GVAR(center);
GVAR(centerOrigin) = nil;
GVAR(light) = nil;
get3DENCamera cameraEffect ["Internal", "BACK"];
["ShowInterface", true] call BIS_fnc_3DENInterface;
GVAR(visionMode) call BIS_fnc_3DENVisionMode;
} else {
// Select correct weapon
switch (GVAR(selectedWeaponType)) do {
case 0: {GVAR(center) selectWeapon (primaryWeapon GVAR(center))};
case 1: {GVAR(center) selectWeapon (secondaryWeapon GVAR(center))};
case 2: {GVAR(center) selectWeapon (handgunWeapon GVAR(center))};
};
if (!isNull curatorCamera && {ACE_player == player}) then {
curatorCamera cameraEffect ["Internal", "BACK"];
} else {
GVAR(camera) cameraEffect ["Terminate", "BACK"];
};
};
deleteVehicle GVAR(cameraHelper);
camDestroy GVAR(camera);
if (!isNil QGVAR(moduleUsed)) then {
GVAR(moduleUsed) = nil;
objNull remoteControl GVAR(center);
};
ACE_player switchCamera GVAR(cameraView);
// Restore curator camera state
if (!isNull curatorCamera) then {
GVAR(curatorCameraData) params ["_position", "_dirAndUp"];
curatorCamera setPosASL _position;
curatorCamera setVectorDirAndUp _dirAndUp;
};
// Make face and voice selection JIP compatible; 3DEN doesn't need this though
if (isMultiplayer && {!is3DEN}) then {
private _id = [QGVAR(broadcastFace), [GVAR(center), GVAR(currentFace)], QGVAR(centerFace_) + netId GVAR(center)] call CBA_fnc_globalEventJIP;
[_id, GVAR(center)] call CBA_fnc_removeGlobalEventJIP;
_id = [QGVAR(broadcastVoice), [GVAR(center), GVAR(currentVoice)], QGVAR(centerVoice_) + netId GVAR(center)] call CBA_fnc_globalEventJIP;
[_id, GVAR(center)] call CBA_fnc_removeGlobalEventJIP;
};
GVAR(currentBox) = objNull;
GVAR(camera) = nil;
GVAR(cameraHelper) = nil;
GVAR(curatorCameraData) = nil;
GVAR(mouseButtonState) = nil;
GVAR(currentLeftPanel) = nil;
GVAR(currentRightPanel) = nil;
GVAR(leftSearchbarFocus) = nil;
GVAR(rightSearchbarFocus) = nil;
GVAR(shiftState) = nil;
GVAR(leftTabFocus) = nil;
GVAR(rightTabFocus) = nil;
GVAR(rightTabLnBFocus) = nil;
GVAR(ignoreFirstSortPanelCall) = nil;
GVAR(selectedWeaponType) = nil;
GVAR(virtualItems) = nil;
GVAR(virtualItemsFlat) = nil;
GVAR(virtualItemsFlatAll) = nil;
GVAR(currentItems) = nil;
GVAR(currentFace) = nil;
GVAR(currentVoice) = nil;
GVAR(currentInsignia) = nil;
GVAR(currentAction) = nil;
GVAR(showStats) = nil;
GVAR(currentStatPage) = nil;
GVAR(statsInfo) = nil;
GVAR(showActions) = nil;
GVAR(currentActionPage) = nil;
GVAR(center) = nil;
GVAR(centerNotPlayer) = nil;
[QUOTE(ADDON), []] call EFUNC(common,showHud);