wip
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// diag_log format ["NewFlagCategory: %1 %2", _flagCategory, _flagOptions];
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params ["_rootActionID", "_flagCategoryCfg"];
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private _flagCategoryActionID = getText(_flagCategoryCfg >> "actionID");
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private _flagCategoryTitle = getText(_flagCategoryCfg >> "actionTitle");
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private _flagSubclassesCfgs = _flagCategoryCfg call BIS_fnc_returnChildren;
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private _flagCategoryAction = [
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_rootActionID + "_" + _flagCategoryActionID, // id
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_flagCategoryTitle, // displayed title
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getText((_flagSubclassesCfgs#0) >> "texture"), // flag icon for category - use first flag option
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{true}, // statement
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{
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params ["_target", "_player", "_params"];
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alive _target;
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// true;
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}, // condition
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{
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// generate child code under category
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// this is the level where actual flag options will be displayed
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params ["_target", "_player", "_params"];
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// these params are passed from the parent action
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_params params ["_rootActionID", "_flagCategoryActionID", "_flagSubclassesCfgs"];
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private _individualFlagActions = [];
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{ // forEach _flagSubclassesCfgs; // we'll generate flag options for each category
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private _flagOptionCfg = _x;
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// generate flag option for this flag option
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private _newFlagOption = [
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_target,
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_player,
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_params,
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_flagOptionCfg
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] call FUNC(compileFlagAction);
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// add flag option to category subactions
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_individualFlagActions pushBack [_newFlagOption, [], _target];
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} forEach _flagSubclassesCfgs;
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// return the generated flag options to the category as child actions
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_individualFlagActions;
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}, // child code
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[_rootActionID, _flagCategoryActionID, _flagSubclassesCfgs], // params
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nil, // position
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4, // distance
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[false, false, false, false, false], // other params
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nil // modifier function code
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] call ace_interact_menu_fnc_createAction;
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_flagCategoryAction;
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