ACE3/addons/interact_menu/XEH_clientInit.sqf

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//XEH_clientInit.sqf
#include "script_component.hpp"
if (!hasInterface) exitWith {};
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GVAR(ParsedTextCached) = [];
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//Setup text/shadow/size/color settings matrix
[] call FUNC(setupTextColors);
["SettingChanged", {
PARAMS_1(_name);
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if (_name in [QGVAR(colorTextMax), QGVAR(colorTextMin), QGVAR(colorShadowMax), QGVAR(colorShadowMin), QGVAR(textSize), QGVAR(shadowSetting)]) then {
[] call FUNC(setupTextColors);
};
}] call EFUNC(common,addEventhandler);
// Install the render EH on the main display
addMissionEventHandler ["Draw3D", DFUNC(render)];
// This spawn is probably worth keeping, as pfh don't work natively on the briefing screen and IDK how reliable the hack we implemented for them is.
// The thread dies as soon as the mission start, so it's not really compiting for scheduler space.
[] spawn {
// Wait until the map display is detected
waitUntil {(!isNull findDisplay 12)};
// Install the render EH on the map screen
((findDisplay 12) displayCtrl 51) ctrlAddEventHandler ["Draw", DFUNC(render)];
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};
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["ACE3 Common", QGVAR(InteractKey), (localize "STR_ACE_Interact_Menu_InteractKey"),
{
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside","isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Statement
[0] call FUNC(keyDown)
},{[0,false] call FUNC(keyUp)},
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[219, [false, false, false]], false] call cba_fnc_addKeybind; //Left Windows Key
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["ACE3 Common", QGVAR(SelfInteractKey), (localize "STR_ACE_Interact_Menu_SelfInteractKey"),
{
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside","isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Statement
[1] call FUNC(keyDown)
},{[1,false] call FUNC(keyUp)},
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[219, [false, true, false]], false] call cba_fnc_addKeybind; //Left Windows Key + Ctrl/Strg
// Listens for the falling unconscious event, just in case the menu needs to be closed
["medical_onUnconscious", {
// If no menu is open just quit
if (GVAR(openedMenuType) < 0) exitWith {};
EXPLODE_2_PVT(_this,_unit,_isUnconscious);
if (_unit != ACE_player || !_isUnconscious) exitWith {};
GVAR(actionSelected) = false;
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[GVAR(openedMenuType), false] call FUNC(keyUp);
}] call EFUNC(common,addEventhandler);
// disable firing while the interact menu is is is opened
["playerChanged", {_this call FUNC(handlePlayerChanged)}] call EFUNC(common,addEventHandler);