ACE3/addons/weaponselect/XEH_postInit.sqf

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// by esteldunedain
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#include "script_component.hpp"
if (!hasInterface) exitWith {};
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// add keybinds
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["ACE3 Weapons", QGVAR(SelectPistolNew), localize LSTRING(SelectPistol), {
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// Conditions: canInteract
if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false};
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// Statement
[ACE_player, handgunWeapon ACE_player] call FUNC(selectWeaponMode);
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false
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},
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{false},
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[0, [false, false, false]], false] call CBA_fnc_addKeybind; //Unbound (was 1 Key)
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["ACE3 Weapons", QGVAR(SelectRifleNew), localize LSTRING(SelectRifle), {
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// Conditions: canInteract
if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false};
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// Statement
[ACE_player, primaryWeapon ACE_player] call FUNC(selectWeaponMode);
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false
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},
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{false},
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[0, [false, false, false]], false] call CBA_fnc_addKeybind; //Unbound (was 2 Key)
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["ACE3 Weapons", QGVAR(SelectRifleMuzzleNew), localize LSTRING(SelectRifleMuzzle), {
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// Conditions: canInteract
if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false};
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// Statement
[ACE_player, primaryWeapon ACE_player] call FUNC(selectWeaponMuzzle);
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false
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},
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{false},
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[0, [false, false, false]], false] call CBA_fnc_addKeybind; //Unbound (was 3 Key)
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["ACE3 Weapons", QGVAR(SelectLauncherNew), localize LSTRING(SelectLauncher), {
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// Conditions: canInteract
if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false};
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// Statement
[ACE_player, secondaryWeapon ACE_player] call FUNC(selectWeaponMode);
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false
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},
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{false},
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[0, [false, false, false]], false] call CBA_fnc_addKeybind; //Unbound (was 4 Key)
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["ACE3 Weapons", QGVAR(SelectBinocularNew), localize LSTRING(SelectBinocular), {
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// Conditions: canInteract
if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false};
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// Statement
[ACE_player, binocular ACE_player] call FUNC(selectWeaponMode);
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false
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},
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{false},
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[0, [false, false, false]], false] call CBA_fnc_addKeybind; //Unbound (was 5 Key)
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["ACE3 Weapons", QGVAR(SelectGrenadeFrag), localize LSTRING(SelectGrenadeFrag), {
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// Conditions: canInteract
if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Don't change mode or show hint if advanced throwing is active
if (ACE_player getVariable [QEGVAR(advanced_throwing,inHand), false]) exitWith {false};
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// Statement
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[ACE_player, 1] call FUNC(selectNextGrenade);
true
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},
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{false},
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[7, [false, false, false]], false] call CBA_fnc_addKeybind; //6 Key
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["ACE3 Weapons", QGVAR(SelectGrenadeOther), localize LSTRING(SelectGrenadeOther), {
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// Conditions: canInteract
if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Don't change mode or show hint if advanced throwing is active
if (ACE_player getVariable [QEGVAR(advanced_throwing,inHand), false]) exitWith {false};
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// Statement
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[ACE_player, 2] call FUNC(selectNextGrenade);
true
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},
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{false},
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[8, [false, false, false]], false] call CBA_fnc_addKeybind; //7 Key
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["ACE3 Weapons", QGVAR(HolsterWeapon), localize LSTRING(HolsterWeapon), {
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// Conditions: canInteract
if !([ACE_player, ACE_player, ["isNotInside", "isNotEscorting"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
if !([ACE_player] call CBA_fnc_canUseWeapon) exitWith {false};
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// Statement
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if ((currentWeapon ACE_player) != "") then {
[ACE_player] call FUNC(putWeaponAway);
} else {
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private _weapon = switch (true) do {
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case ((primaryWeapon ACE_player) != ""): {primaryWeapon ACE_player};
case ((handgunWeapon ACE_player) != ""): {handgunWeapon ACE_player};
case ((secondaryWeapon ACE_player) != ""): {secondaryWeapon ACE_player};
default {""};
};
if (_weapon != "") then {ACE_player selectWeapon _weapon};
};
true
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},
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{false},
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[11, [false, false, false]], false] call CBA_fnc_addKeybind; //0 Key
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["ACE3 Vehicles", QGVAR(EngineOn), localize LSTRING(EngineOn), {
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// Conditions: canInteract
if !([ACE_player, vehicle ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
if !((ACE_player != vehicle ACE_player) && {ACE_player == driver vehicle ACE_player} && {!isEngineOn vehicle ACE_player}) exitWith {false};
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// Statement
vehicle ACE_player engineOn true;
true
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},
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{false},
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[3, [false, false, false]], false] call CBA_fnc_addKeybind; //2 Key
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["ACE3 Vehicles", QGVAR(EngineOff), localize LSTRING(EngineOff), {
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// Conditions: canInteract
if !([ACE_player, vehicle ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
if !(ACE_player != vehicle ACE_player && {ACE_player == driver vehicle ACE_player} && {isEngineOn vehicle ACE_player}) exitWith {false};
// Statement
vehicle ACE_player engineOn false;
true
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},
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{false},
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[2, [false, false, false]], false] call CBA_fnc_addKeybind; //1 Key
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["ACE3 Vehicles", QGVAR(SelectMainGunNew), localize LSTRING(SelectMainGun), {
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// Conditions: canInteract
if !([ACE_player, vehicle ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
if !(ACE_player != vehicle ACE_player) exitWith {false};
// Statement
[ACE_player, vehicle ACE_player, 0] call FUNC(selectWeaponVehicle);
true
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},
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{false},
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[0, [false, false, false]], false] call CBA_fnc_addKeybind; //Unbound (was 3 Key)
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["ACE3 Vehicles", QGVAR(SelectMachineGunNew), localize LSTRING(SelectMachineGun), {
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// Conditions: canInteract
if !([ACE_player, vehicle ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
if !(ACE_player != vehicle ACE_player) exitWith {false};
// Statement
[ACE_player, vehicle ACE_player, 1] call FUNC(selectWeaponVehicle);
true
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},
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{false},
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[0, [false, false, false]], false] call CBA_fnc_addKeybind; //Unbound (was 4 Key)
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["ACE3 Vehicles", QGVAR(SelectMissilesNew), localize LSTRING(SelectMissiles), {
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// Conditions: canInteract
if !([ACE_player, vehicle ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
if !(ACE_player != vehicle ACE_player) exitWith {false};
// Statement
[ACE_player, vehicle ACE_player, 2] call FUNC(selectWeaponVehicle);
true
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},
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{false},
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[0, [false, false, false]], false] call CBA_fnc_addKeybind; //Unbound (was 5 Key)
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// ["ACE3 Vehicles", QGVAR(FireSmokeLauncher), localize LSTRING(FireSmokeLauncher), {
// // Conditions: canInteract
// if !([ACE_player, vehicle ACE_player, []] call EFUNC(common,canInteractWith)) exitWith {false};
// // Conditions: specific
// if !(ACE_player != vehicle ACE_player && {ACE_player == commander vehicle ACE_player}) exitWith {false};
// // Statement
// [vehicle ACE_player] call FUNC(fireSmokeLauncher);
// true
// },
// {false},
// [10, [false, false, false]], false] call CBA_fnc_addKeybind; //9 Key
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["ACE3 Vehicles", QGVAR(CollisionLights), localize LSTRING(CollisionLights), {
// Conditions: canInteract
if (!([ACE_player, vehicle ACE_player, []] call EFUNC(common,canInteractWith))) exitWith {false};
// Conditions: specific
if ((ACE_player isEqualTo (vehicle ACE_player)) || {ACE_player != (driver (vehicle ACE_player))}) exitWith {false};
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// Statement
(vehicle ACE_player) setCollisionLight !(isCollisionLightOn (vehicle ACE_player));
true
},
{false},
[0, [false, false, false]]] call CBA_fnc_addKeybind;
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// Register fire event handler
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["ace_firedPlayer", DFUNC(throwGrenade)] call CBA_fnc_addEventHandler;