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General - Add replacement items for editor inventory management (#10216)
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Add replacement items for editor inventory management
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johnb432 authored Aug 22, 2024
1 parent 6304a9e commit 1dae884
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Showing 7 changed files with 45 additions and 6 deletions.
17 changes: 17 additions & 0 deletions addons/intelitems/CfgWeapons.hpp
Original file line number Diff line number Diff line change
@@ -0,0 +1,17 @@
class CfgWeapons {
class ACE_ItemCore;
class CBA_MiscItem_ItemInfo;

// Since base game doesn't support misc. items, this is needed to filling inventories in the editor
class GVAR(notepad_Item): ACE_ItemCore {
displayName = CSTRING(Notepad_DisplayName);
author = ECSTRING(common,ACETeam);
scope = 2;
scopeArsenal = 0;
descriptionShort = CSTRING(Notepad_Description);
picture = QPATHTOF(ui\notepad_ca.paa);
class ItemInfo: CBA_MiscItem_ItemInfo {
mass = 0.1;
};
};
};
3 changes: 3 additions & 0 deletions addons/intelitems/XEH_postInit.sqf
Original file line number Diff line number Diff line change
@@ -1,5 +1,8 @@
#include "script_component.hpp"

// Notepad item to magazine
[QGVAR(notepad_Item), QXGVAR(notepad)] call EFUNC(common,registerItemReplacement);

// Only handle loadout change when on map or have open controls
["loadout", {
if (!visibleMap && {GVAR(controlsGroups) isEqualTo []}) exitWith {};
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3 changes: 2 additions & 1 deletion addons/intelitems/config.cpp
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Expand Up @@ -8,7 +8,7 @@ class CfgPatches {
QXGVAR(document),
QXGVAR(photo)
};
weapons[] = {};
weapons[] = {QGVAR(notepad_Item)};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_interact_menu", "ace_zeus"};
author = ECSTRING(common,ACETeam);
Expand All @@ -23,5 +23,6 @@ class CfgPatches {
#include "CfgEventHandlers.hpp"
#include "CfgEditorSubcategories.hpp"
#include "CfgMagazines.hpp"
#include "CfgWeapons.hpp"
#include "CfgVehicles.hpp"
#include "gui.hpp"
13 changes: 13 additions & 0 deletions addons/medical_treatment/CfgWeapons.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -310,4 +310,17 @@ class CfgWeapons {
hiddenSelectionsTextures[] = {QPATHTOF(data\bodybagItem_white_co.paa)};
GVAR(bodyBagObject) = "ACE_bodyBagObject_white";
};

// Since base game doesn't support misc. items, this is needed to filling inventories in the editor
class ACE_painkillers_Item: ACE_ItemCore {
displayName = CSTRING(painkillers_Display);
author = ECSTRING(common,ACETeam);
scope = 2;
scopeArsenal = 0;
descriptionShort = CSTRING(painkillers_Desc_Short);
picture = QPATHTOF(ui\painkillers_ca.paa);
class ItemInfo: CBA_MiscItem_ItemInfo {
mass = 1;
};
};
};
3 changes: 3 additions & 0 deletions addons/medical_treatment/XEH_postInit.sqf
Original file line number Diff line number Diff line change
@@ -1,5 +1,8 @@
#include "script_component.hpp"

// Pain killers item to magazine
["ACE_painkillers_Item", "ACE_painkillers"] call EFUNC(common,registerItemReplacement);

[QEGVAR(medical_status,initialized), {
params ["_unit"];

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2 changes: 1 addition & 1 deletion addons/medical_treatment/config.cpp
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Expand Up @@ -12,7 +12,7 @@ class CfgPatches {
class ADDON {
name = COMPONENT_NAME;
units[] = {"ACE_fieldDressingItem","ACE_packingBandageItem","ACE_elasticBandageItem","ACE_tourniquetItem","ACE_splintItem","ACE_painkillersItem","ACE_morphineItem","ACE_adenosineItem","ACE_epinephrineItem","ACE_plasmaIVItem","ACE_bloodIVItem","ACE_salineIVItem","ACE_quikClotItem","ACE_personalAidKitItem","ACE_surgicalKitItem","ACE_sutureItem","ACE_bodyBagItem","ACE_medicalSupplyCrate","ACE_medicalSupplyCrate_advanced"};
weapons[] = {"ACE_fieldDressing","ACE_packingBandage","ACE_elasticBandage","ACE_tourniquet","ACE_splint","ACE_painkillers","ACE_morphine","ACE_adenosine","ACE_epinephrine","ACE_plasmaIV","ACE_plasmaIV_500","ACE_plasmaIV_250","ACE_bloodIV","ACE_bloodIV_500","ACE_bloodIV_250","ACE_salineIV","ACE_salineIV_500","ACE_salineIV_250","ACE_quikclot","ACE_personalAidKit","ACE_surgicalKit","ACE_suture","ACE_bodyBag","ACE_bodyBag_blue","ACE_bodyBag_white"};
weapons[] = {"ACE_fieldDressing","ACE_packingBandage","ACE_elasticBandage","ACE_tourniquet","ACE_splint","ACE_painkillers","ACE_morphine","ACE_adenosine","ACE_epinephrine","ACE_plasmaIV","ACE_plasmaIV_500","ACE_plasmaIV_250","ACE_bloodIV","ACE_bloodIV_500","ACE_bloodIV_250","ACE_salineIV","ACE_salineIV_500","ACE_salineIV_250","ACE_quikclot","ACE_personalAidKit","ACE_surgicalKit","ACE_suture","ACE_bodyBag","ACE_bodyBag_blue","ACE_bodyBag_white","ACE_painkillers_Item"};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_medical_status", "ace_medical_damage", "ace_apl"};
author = ECSTRING(common,ACETeam);
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10 changes: 6 additions & 4 deletions addons/overheating/CfgWeapons.hpp
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Expand Up @@ -97,17 +97,19 @@ class CfgWeapons {
GVAR(closedBolt) = 1;
GVAR(jamTypesAllowed)[] = {"Fire", "Dud"};
};

class ACE_ItemCore;
class CBA_MiscItem_ItemInfo;

// Deprecated, 3.16.0 Arsenal supports showing magazines as misc items
// Deprecated, 3.16.0 Arsenal supports showing magazines as misc. items
// However, since base game doesn't support misc. items, it's still needed to filling inventories in the editor
class ACE_SpareBarrel_Item: ACE_ItemCore {
displayName = CSTRING(SpareBarrelName);
author = ECSTRING(common,ACETeam);
scope = 1;
scope = 2;
scopeArsenal = 0;
descriptionshort = CSTRING(SpareBarrelDescription);
picture = QUOTE(PATHTOF(UI\spare_barrel_ca.paa));
descriptionShort = CSTRING(SpareBarrelDescription);
picture = QPATHTOF(UI\spare_barrel_ca.paa);
class ItemInfo: CBA_MiscItem_ItemInfo {
mass = 25;
};
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