ACE3/addons/safemode/XEH_postInit.sqf

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// by esteldunedain
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#include "script_component.hpp"
#include "\a3\ui_f\hpp\defineDIKCodes.inc"
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if (!hasInterface) exitWith {};
["ACE3 Weapons", QGVAR(safeMode), LLSTRING(SafeMode), {
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// Conditions: canInteract
if !([ACE_player, objNull, ["isNotEscorting", "isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
(weaponState ACE_player) params ["_currentWeapon", "_currentMuzzle"];
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// Conditions: specific
if !(ACE_player call CBA_fnc_canUseWeapon && {_currentWeapon != ""} && {_currentWeapon != binocular ACE_player}) exitWith {false};
// Statement: Toggle weapon safety
[ACE_player, _currentWeapon, _currentMuzzle] call FUNC(lockSafety);
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true
}, {false}, [DIK_GRAVE, [false, true, false]], false] call CBA_fnc_addKeybind;
["unit", {
(weaponState ACE_player) params ["_currentWeapon", "_currentMuzzle"];
private _weaponSafe = [ACE_player, _currentWeapon, _currentMuzzle] call FUNC(getWeaponSafety);
// Player HUD
!_weaponSafe call FUNC(setSafeModeVisual);
}] call CBA_fnc_addPlayerEventHandler;
// Variables are transferred from corpse to new body and EH above triggers on respawn, which desyncs safeties
// Therefore, clear variables and remove mouse button input blocking upon respawn
[QUOTE(ADDON), "Respawn", {
params ["_unit"];
_unit setVariable [QGVAR(safedWeapons), nil];
private _ehID = _unit getVariable QGVAR(actionID);
if (isNil "_ehID") exitWith {};
[_unit, "DefaultAction", _ehID] call EFUNC(common,removeActionEventHandler);
_unit setVariable [QGVAR(actionID), nil];
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}] call CBA_fnc_addBISPlayerEventHandler;