mirror of
https://github.com/acemod/ACE3.git
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1994e301fd
* Compile stats on preInit * Remove uneeded check in add/removeStat * Remove perf profiler vars They aren't required anymore * Fix case issue in verifyLoadout, remove uneeded line * Fix ace arsenal cam not working porperly underwater By removing those checks the cam is allowed to clip through objects and work properly underwater, sounds like features to me :D * Fix gunbag behavior in ace arsenal Switching between gunbags will keep the weapon, switching to another backpack then back to a gunbag will also keep the weapon. * Fix text scaling in the searchbars and loadout name edit boxes Also made the text bigger by default
76 lines
1.8 KiB
Plaintext
76 lines
1.8 KiB
Plaintext
/*
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* Author: Alganthe
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* Change unit animation / play sound preview.
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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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#include "..\defines.hpp"
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if (GVAR(centerNotPlayer)) exitWith {};
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private _nextAction = switch (GVAR(currentLeftPanel)) do {
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case IDC_buttonPrimaryWeapon : {
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["Civil", "PrimaryWeapon"] select ((GVAR(currentItems) select 0) != "")
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};
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case IDC_buttonSecondaryWeapon : {
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["Civil", "SecondaryWeapon"] select (GVAR(currentItems) select 1 != "")
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};
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case IDC_buttonHandgun : {
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["Civil", "HandGunOn"] select (GVAR(currentItems) select 2 != "")
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};
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case IDC_buttonHeadgear;
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case IDC_buttonUniform;
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case IDC_buttonVest;
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case IDC_buttonBackpack;
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case IDC_buttonGoggles;
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case IDC_buttonMap;
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case IDC_buttonGPS;
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case IDC_buttonRadio;
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case IDC_buttonCompass;
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case IDC_buttonWatch;
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case IDC_buttonFace;
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case IDC_buttonNVG : {
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"Civil"
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};
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case IDC_buttonBinoculars : {
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["Civil", "Binoculars"] select (GVAR(currentItems) select 9 != "")
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};
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case IDC_buttonInsigna : {
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"Salute"
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};
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case IDC_buttonVoice : {
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GVAR(center) directSay "CuratorObjectPlaced";
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"Civil"
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};
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};
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if (_nextAction != GVAR(currentAction)) then {
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switch (_nextAction) do {
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case "PrimaryWeapon": {
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GVAR(selectedWeaponType) = 0;
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};
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case "SecondaryWeapon": {
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GVAR(selectedWeaponType) = 1;
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};
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case "HandGunOn": {
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GVAR(selectedWeaponType) = 2;
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};
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};
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if (simulationEnabled GVAR(center)) then {
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GVAR(center) playActionNow _nextAction;
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} else {
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GVAR(center) switchAction _nextAction;
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};
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GVAR(currentAction) = _nextAction;
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};
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