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fnc_openDisarmDialog.sqf
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fnc_openDisarmDialog.sqf
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#include "script_component.hpp"
/*
* Author: PabstMirror
*
* Opens the disarm dialog (allowing a person to remove items)
*
* Arguments:
* 0: Caller (player) <OBJECT>
* 1: Target <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player, bob] call ace_disarming_fnc_openDisarmDialog
*
* Public: No
*/
params ["_caller", "_target"];
#define DEFUALTPATH "\A3\Ui_f\data\GUI\Cfg\Ranks\%1_gs.paa"
//Sanity Checks
if (_caller != ACE_player) exitWith {ERROR("Player isn't caller?");};
if (!([_player, _target] call FUNC(canPlayerDisarmUnit))) exitWith {ERROR("Can't Disarm Unit");};
if (dialog) then {ERROR("Dialog open when trying to open disarm dialog"); closeDialog 0;};
disableSerialization;
createDialog QGVAR(remoteInventory);
private _display = uiNamespace getVariable ["ACE_remoteInventory", displayNull];
if (isNull _display) exitWith {ERROR("Display is Null");};
GVAR(disarmTarget) = _target;
//Setup Drop Event (on right pannel)
(_display displayCtrl 632) ctrlAddEventHandler ["LBDrop", {
if (isNull GVAR(disarmTarget)) exitWith {};
params ["_ctrl", "_xPos", "_yPos", "_idc", "_itemInfo"];
(_itemInfo select 0) params ["_displayText", "_value", "_data"];
if (isNull GVAR(disarmTarget)) exitWith {ERROR("disarmTarget is null");};
TRACE_2("Debug: Droping %1 from %2",_data,GVAR(disarmTarget));
[QGVAR(dropItems), [ACE_player, GVAR(disarmTarget), [_data]], [GVAR(disarmTarget)]] call CBA_fnc_targetEvent;
false //not sure what this does
}];
//Setup PFEH
[{
disableSerialization;
params ["_args", "_idPFH"];
_args params ["_player", "_target", "_display"];
if ((!([_player, _target] call FUNC(canPlayerDisarmUnit))) ||
{isNull _display} ||
{_player != ACE_player}) then {
[_idPFH] call CBA_fnc_removePerFrameHandler;
GVAR(disarmTarget) = objNull;
if (!isNull _display) then { closeDialog 0; }; //close dialog if still open
} else {
private _groundContainer = _display displayCtrl 632;
private _targetContainer = _display displayCtrl 633;
private _playerName = _display displayCtrl 111;
private _rankPicture = _display displayCtrl 1203;
//Show rank and name (just like BIS's inventory)
private _icon = format [DEFUALTPATH, toLower (rank _target)];
if (_icon isEqualTo DEFUALTPATH) then {_icon = ""};
_rankPicture ctrlSetText _icon;
_playerName ctrlSetText ([GVAR(disarmTarget), false, true] call EFUNC(common,getName));
//Clear both inventory lists:
lbClear _groundContainer;
lbClear _targetContainer;
//Show the items in the ground disarmTarget's inventory
private _targetUniqueItems = [GVAR(disarmTarget)] call FUNC(getAllGearUnit);
[_targetContainer, _targetUniqueItems] call FUNC(showItemsInListbox);
//Try to find a holder that the target is using to drop items into:
private _holder = objNull;
{
if ((_x getVariable [QGVAR(disarmUnit), objNull]) == _target) exitWith {
_holder = _x;
};
} count ((getpos _target) nearObjects [DISARM_CONTAINER, 3]);
//If a holder exists, show it's inventory
if (!isNull _holder) then {
private _holderUniqueItems = [_holder] call FUNC(getAllGearContainer);
[_groundContainer, _holderUniqueItems] call FUNC(showItemsInListbox);
};
};
}, 0, [_caller, _target, _display]] call CBA_fnc_addPerFrameHandler;