mirror of
https://github.com/acemod/ACE3.git
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0acbde1489
* Copy the array properly when using preStart cache in openBox * Fix add and removeVirtualItems erroring out when passing false as arg * Disable face, voice, and insignia tabs in 3DEN * Move grenadeList and putList outside of foreach in scanConfig * Fix grenadeList and putList indentation * Change the camera handling in onArsenalClose Fixes the camera not being focused on the player after using ACE Arsenal on an other unit outside of zeus / 3DEN. Remove the code that moved the curatorCam near the edited unit after ACE Arsenal is closed. * Fix message control overflowing, move width defines to defines.hpp * Add ability to exit arsenal and not apply a loadout in 3DEN * Add ACE3 logo to common, fix config pathing to a non existing file
104 lines
2.7 KiB
Plaintext
104 lines
2.7 KiB
Plaintext
/*
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* Author: Alganthe
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* onUnLoad EH for arsenal.
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*
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* Arguments:
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* None
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*
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* Return Value:
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* None
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*
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* Public: No
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*/
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#include "script_component.hpp"
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(_this select 1) params ["", "_exitCode"];
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GVAR(camera) cameraEffect ["terminate", "back"];
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private _cameraData = [getposAtl GVAR(camera), (getposAtl GVAR(camera)) vectorFromTo (getposAtl GVAR(cameraHelper))];
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[QGVAR(displayClosed), []] call CBA_fnc_localEvent;
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removeMissionEventHandler ["draw3D", GVAR(camPosUpdateHandle)];
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GVAR(camera) cameraEffect ["terminate","back"];
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player switchCamera GVAR(cameraView);
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deleteVehicle GVAR(cameraHelper);
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camDestroy GVAR(camera);
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if (is3DEN) then {
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private _centerOriginParent = objectParent GVAR(centerOrigin);
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if !(isNull _centerOriginParent) then {
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_centerOriginParent hideObject false;
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};
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GVAR(centerOrigin) hideObject false;
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// Apply the loadout from the dummy to all selected units
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if (_exitCode == 1) then {
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{
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_x setUnitLoadout (getUnitLoadout GVAR(center));
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} foreach (get3DENSelected "object");
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save3DENInventory (get3DENSelected "object");
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};
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deleteVehicle GVAR(light);
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deleteVehicle GVAR(center);
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GVAR(centerOrigin) = nil;
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GVAR(light) = nil;
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get3DENCamera cameraEffect ["internal","back"];
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["ShowInterface",true] call bis_fnc_3DENInterface;
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GVAR(visionMode) call bis_fnc_3DENVisionMode;
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} else {
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// Select correct weapon
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switch GVAR(selectedWeaponType) do {
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case 0: {GVAR(center) selectWeapon primaryWeapon GVAR(center);};
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case 1: {GVAR(center) selectWeapon secondaryWeapon GVAR(center);};
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case 2: {GVAR(center) selectWeapon handgunWeapon GVAR(center);};
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};
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};
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if (isMultiplayer) then {
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[QGVAR(broadcastFace), [GVAR(center), GVAR(currentFace)], QGVAR(center) + "_face"] call CBA_fnc_globalEventJIP;
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[QGVAR(center) + "_face", GVAR(center)] call CBA_fnc_removeGlobalEventJIP;
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[QGVAR(broadcastVoice), [GVAR(center), GVAR(currentVoice)], QGVAR(center) + "_voice"] call CBA_fnc_globalEventJIP;
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[QGVAR(center) + "_voice", GVAR(center)] call CBA_fnc_removeGlobalEventJIP;
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};
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if !(isnull curatorCamera) then {
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curatorcamera cameraEffect ["internal","back"];
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};
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GVAR(camera) = nil;
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GVAR(cameraHelper) = nil;
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GVAR(mouseButtonState) = nil;
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GVAR(currentLeftPanel) = nil;
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GVAR(currentRightPanel) = nil;
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GVAR(leftSearchbarFocus) = nil;
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GVAR(rightSearchbarFocus) = nil;
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GVAR(shiftState) = nil;
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GVAR(leftTabFocus) = nil;
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GVAR(rightTabFocus) = nil;
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GVAR(rightTabLnBFocus) = nil;
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GVAR(selectedWeaponType) = nil;
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GVAR(virtualItems) = nil;
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GVAR(currentItems) = nil;
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GVAR(currentFace) = nil;
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GVAR(currentVoice) = nil;
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GVAR(currentInsignia) = nil;
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GVAR(currentAction) = nil;
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GVAR(center) = nil;
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showHUD true;
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