ACE3/addons/vector/initKeybinds.inc.sqf

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["ACE3 Equipment", QGVAR(AzimuthKey), localize LSTRING(AzimuthKey), {
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// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
if !(currentWeapon ACE_player isKindOf ["ACE_Vector", configFile >> "CfgWeapons"] && {cameraView == "GUNNER"}) exitWith {false};
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// prevent holding down
if (GETGVAR(isDownStateKey1,false)) exitWith {false};
GVAR(isDownStateKey1) = true;
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// Statement
["azimuth"] call FUNC(onKeyDown);
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false
}, {
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// prevent holding down
GVAR(isDownStateKey1) = false;
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// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Statement
["azimuth"] call FUNC(onKeyUp);
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false
}, [DIK_TAB, [false, false, false]], false, 0] call CBA_fnc_addKeybind;
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["ACE3 Equipment", QGVAR(DistanceKey), localize LSTRING(DistanceKey), {
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// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
if !(currentWeapon ACE_player isKindOf ["ACE_Vector", configFile >> "CfgWeapons"] && {cameraView == "GUNNER"}) exitWith {false};
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// prevent holding down
if (GETGVAR(isDownStateKey2,false)) exitWith {false};
GVAR(isDownStateKey2) = true;
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// Statement
["distance"] call FUNC(onKeyDown);
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false
}, {
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// prevent holding down
GVAR(isDownStateKey2) = false;
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// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Statement
["distance"] call FUNC(onKeyUp);
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false
}, [DIK_R, [false, false, false]], false, 0] call CBA_fnc_addKeybind;