2015-08-16 21:52:37 +00:00
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#include "script_component.hpp"
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2017-06-08 16:47:52 +00:00
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GVAR(configTypesAdded) = [];
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2024-06-05 06:32:41 +00:00
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GVAR(magazineNameCache) = createHashMap;
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GVAR(usedMagazineNames) = createHashMap;
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2017-06-08 16:47:52 +00:00
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2021-10-11 20:48:30 +00:00
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[QGVAR(initSupplyVehicle), {
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2018-11-02 21:56:16 +00:00
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TRACE_1("initSupplyVehicle EH",_this); // Warning: this can run before settings are init
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[FUNC(initSupplyVehicle), _this] call EFUNC(common,runAfterSettingsInit);
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}] call CBA_fnc_addEventHandler;
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2018-07-09 17:20:55 +00:00
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2023-07-28 09:47:23 +00:00
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["CBA_settingsInitialized", {
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TRACE_3("settingsInit",GVAR(enabled),GVAR(level),GVAR(supply));
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2016-02-19 16:32:02 +00:00
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2023-07-28 09:47:23 +00:00
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// need these events before enabled check for zeus rearm
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[QGVAR(rearmEntireVehicleSuccessEH), LINKFUNC(rearmEntireVehicleSuccess)] call CBA_fnc_addEventHandler;
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[QGVAR(rearmEntireVehicleSuccessLocalEH), LINKFUNC(rearmEntireVehicleSuccessLocal)] call CBA_fnc_addEventHandler;
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[QGVAR(makeDummyEH), LINKFUNC(makeDummy)] call CBA_fnc_addEventHandler;
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[QGVAR(rearmSuccessEH), LINKFUNC(rearmSuccess)] call CBA_fnc_addEventHandler;
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[QGVAR(rearmSuccessLocalEH), LINKFUNC(rearmSuccessLocal)] call CBA_fnc_addEventHandler;
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2016-03-06 10:14:34 +00:00
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2023-07-28 09:47:23 +00:00
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if (!GVAR(enabled)) exitWith {};
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2017-03-15 15:10:53 +00:00
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2023-07-28 09:47:23 +00:00
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["AllVehicles", "Init", LINKFUNC(initSupplyVehicle), true, ["Man", "StaticWeapon"], true] call CBA_fnc_addClassEventHandler;
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["ReammoBox_F", "Init", LINKFUNC(initSupplyVehicle), true, [], true] call CBA_fnc_addClassEventHandler;
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["House", "Init", LINKFUNC(initSupplyVehicle), true, [], true] call CBA_fnc_addClassEventHandler;
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2019-01-31 00:31:01 +00:00
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2023-07-28 09:47:23 +00:00
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// placed in editor static objects don't trigger init
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{
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_x call FUNC(initSupplyVehicle);
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} forEach allMissionObjects "Static";
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["ace_unconscious", LINKFUNC(handleUnconscious)] call CBA_fnc_addEventHandler;
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["vehicle", {
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params ["_unit"];
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[_unit] call FUNC(dropAmmo);
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}] call CBA_fnc_addPlayerEventHandler;
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if (isServer) then {
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addMissionEventHandler ["HandleDisconnect", {params ["_unit"]; [_unit] call FUNC(dropAmmo)}];
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};
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}] call CBA_fnc_addEventHandler;
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