ACE3/addons/interaction/XEH_postInit.sqf

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// by commy2 and esteldunedain
#include "script_component.hpp"
ACE_Modifier = 0;
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[QGVAR(pardon), {(_this select 0) addRating -rating (_this select 0)}] call CBA_fnc_addEventHandler;
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[QGVAR(getDown), {
params ["_target"];
_target setUnitPos "DOWN";
}] call CBA_fnc_addEventHandler;
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[QGVAR(sendAway), {
params ["_unit", "_position"];
_unit setUnitPos "AUTO";
_unit doMove _position;
}] call CBA_fnc_addEventHandler;
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[QGVAR(flip), {
params ["_vehicle"];
private _position = getPosATL _vehicle;
_vehicle setVectorUp surfaceNormal _position;
_vehicle setPosATL _position;
}] call CBA_fnc_addEventHandler;
[QGVAR(setLight), {
params ["_lamp", "_state"];
private _hitpoints = _lamp call EFUNC(common,getReflectorsWithSelections) select 1;
{
private _damage = _lamp getHit _x;
if (_state) then {
if (_damage == DISABLED_LAMP_DAMAGE) then {
_lamp setHit [_x, 0];
};
} else {
if (_damage < DISABLED_LAMP_DAMAGE) then {
_lamp setHit [_x, DISABLED_LAMP_DAMAGE];
};
};
} forEach _hitpoints;
_lamp setVariable [QGVAR(isLightOn), _state, true];
}] call CBA_fnc_addEventHandler;
[QGVAR(setCollisionLight), {
(_this select 0) setCollisionLight (_this select 1);
}] call CBA_fnc_addEventHandler;
// Zeus action events
[QGVAR(zeusStance),{
{ _x setUnitPos (_this select 0); } forEach (_this select 1);
}] call CBA_fnc_addEventHandler;
// The following 3 events handle both waypoints and groups
[QGVAR(zeusBehaviour),{
if (param [2,false]) then {
{ _x setWaypointBehaviour (_this select 0); } forEach (_this select 1);
} else {
{ _x setBehaviour (_this select 0); } forEach (_this select 1);
};
}] call CBA_fnc_addEventHandler;
[QGVAR(zeusSpeed),{
if (param [2,false]) then {
{ _x setWaypointSpeed (_this select 0); } forEach (_this select 1);
} else {
{ _x setSpeedMode (_this select 0); } forEach (_this select 1);
};
}] call CBA_fnc_addEventHandler;
[QGVAR(zeusFormation),{
if (param [2,false]) then {
{ _x setWaypointFormation (_this select 0); } forEach (_this select 1);
} else {
{ _x setFormation (_this select 0); } forEach (_this select 1);
};
}] call CBA_fnc_addEventHandler;
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if (!hasInterface) exitWith {};
GVAR(isOpeningDoor) = false;
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[QGVAR(tapShoulder), {
params ["_unit", "_shoulderNum"];
if (_unit == ACE_player) then {
addCamShake [4, 0.5, 5];
private _message = parseText format ([["%1 &gt;", localize LSTRING(YouWereTappedRight)], ["&lt; %1", localize LSTRING(YouWereTappedLeft)]] select (_shoulderNum == 1));
[_message] call EFUNC(common,displayTextStructured);
};
}] call CBA_fnc_addEventHandler;
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// add keybinds
["ACE3 Common", QGVAR(openDoor), localize LSTRING(OpenDoor), {
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// Conditions: canInteract
if !([ACE_player, objNull, []] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if (GVAR(isOpeningDoor) || {[MACRO_DOOR_REACH_DISTANCE] call FUNC(getDoor) select 1 == ''}) exitWith {false};
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// Statement
call EFUNC(interaction,openDoor);
true
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}, {
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//Probably don't want any conditions here, so variable never gets locked down
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// Statement
GVAR(isOpeningDoor) = false;
true
},
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[57, [false, true, false]], false] call CBA_fnc_addKeybind; //Key CTRL+Space
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["ACE3 Common", QGVAR(tapShoulder), localize LSTRING(TapShoulder), {
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// Conditions: canInteract
if !([ACE_player, objNull, []] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !([ACE_player, cursorTarget] call FUNC(canTapShoulder)) exitWith {false};
//Tap whichever shoulder is closest
private _shoulderNum = [0, 1] select (([cursorTarget, ACE_player] call BIS_fnc_relativeDirTo) > 180);
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// Statement
[ACE_player, cursorTarget, _shoulderNum] call FUNC(tapShoulder);
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true
},
{false},
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[20, [true, false, false]], false] call CBA_fnc_addKeybind;
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["isNotSwimming", {!(_this call EFUNC(common,isSwimming))}] call EFUNC(common,addCanInteractWithCondition);
["isNotOnLadder", {getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> animationState (_this select 0) >> "ACE_isLadder") != 1}] call EFUNC(common,addCanInteractWithCondition);
["ace_settingsInitialized", {
if (GVAR(disableNegativeRating)) then {
player addEventHandler ["HandleRating", {
(_this select 1) max 0
}];
};
}] call CBA_fnc_addEventHandler;
{
[_x, {
[QGVAR(clearWeaponAttachmentsActionsCache)] call CBA_fnc_localEvent;
}] call CBA_fnc_addPlayerEventHandler;
} forEach ["loadout", "weapon"];