ACE3/addons/pylons/functions/fnc_onPylonMirror.sqf
Ozan Eğitmen 1b86063ade Add Pylons Component (#5517)
* Initial commit

* Change order

* ace-ify functions

* Add function headers, tweak onPylonMirror function

* Finish localization

* Fix trivial idc collision

* Styling

* Add self as author

* Add interaction for the dialog

* Add settings to enable menu and change behaviour

* Add strings

* Move changes into pylons component

* Progress

* Only one function left!

* Fix issues with overlapping players, Use LINKFUNC

* Add progress bar

* I need to switch branches

* Remove old pylon weapons from aircraft

* Explicitly set new pylon's ammo to 0

* Replace magic numbers with ID list

* Align controls properly

* Remove space before eol

* Add ability to add/remove FRIES

* 🐛 Whoops

* Fix logic errors

* Value of 1 means helicopter has built-in FRIES

* Add pilot/gunner switch button

Working on those buttons also helped me improve both the static and
on-the-fly (pun intended) parts of the dialog.

* Add quick zeus module

* Add a way to retrieve scripted pylon turrets

Not entirely reliable, but if used in both rearm and pylons, missions
that only use ace will work perfectly.

* Use getNumber default

* Use common's getPylonTurret

* Make dialog close on apply for zeus

* Handle UI Scaling better

* Prevent progressBar from failing in zeus

* Remove unnecessary stringtable key
2017-10-11 14:05:54 -05:00

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/*
* Author: 654wak654
* Called when the "mirror" checkbox on the loadout dialog is checked.
* Changes the comboboxes and buttons to be mirrored / normal.
*
* Arguments:
* 0: Checked status <BOOL>
*
* Return Value:
* None
*
* Example:
* [false] call ace_pylons_fnc_onPylonMirror
*
* Public: No
*/
#include "script_component.hpp"
params ["_checked"];
if (_checked) then {
{
_x params ["_combo", "_mirroredIndex", "_button"];
if (_mirroredIndex != -1) then {
private _selection = lbCurSel ((GVAR(comboBoxes) select _mirroredIndex) select 0);
_combo lbSetCurSel _selection;
_combo ctrlEnable false;
private _mirroredButton = (GVAR(comboBoxes) select _mirroredIndex) select 2;
private _turret = _mirroredButton getVariable [QGVAR(turret), [-1]];
[_button, false, _turret] call FUNC(onButtonTurret);
_button ctrlEnable false;
};
} forEach GVAR(comboBoxes);
} else {
{
(_x select 0) ctrlEnable true;
(_x select 2) ctrlEnable true;
} forEach GVAR(comboBoxes);
};