ACE3/addons/overheating/XEH_postInit.sqf

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// by esteldunedain
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#include "script_component.hpp"
if (isServer) then {
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GVAR(pseudoRandomList) = [];
// Construct a list of pseudo random 2D vectors
for "_i" from 0 to 30 do {
GVAR(pseudoRandomList) pushBack [-1 + random 2, -1 + random 2];
};
publicVariable QGVAR(pseudoRandomList);
};
if !(hasInterface) exitWith {};
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GVAR(weaponInfoCache) = createLocation ["NameVillage", [-10000,-10000,-10000], 0, 0];
GVAR(weaponInfoCache) setText QGVAR(weaponInfoCache);
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// Add keybinds
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["ACE3 Weapons", QGVAR(unjamWeapon), localize LSTRING(UnjamWeapon),
{
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !([ACE_player] call EFUNC(common,canUseWeapon) &&
{currentWeapon ACE_player in (ACE_player getVariable [QGVAR(jammedWeapons), []])}
) exitWith {false};
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// Statement
[ACE_player, currentMuzzle ACE_player, false] call FUNC(clearJam);
true
},
{false},
[19, [true, false, false]], false] call CBA_fnc_addKeybind; //SHIFT + R Key
// Create a PFH to cool down all player weapons at (infrequent) regular intervals
[{
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if (primaryWeapon ACE_player != "") then {
[ACE_player, primaryWeapon ACE_player, 0] call FUNC(updateTemperature);
};
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if (handgunWeapon ACE_player != "") then {
[ACE_player, handgunWeapon ACE_player, 0] call FUNC(updateTemperature);
};
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if (secondaryWeapon ACE_player != "") then {
[ACE_player, secondaryWeapon ACE_player, 0] call FUNC(updateTemperature);
};
}, 5, []] call CBA_fnc_addPerFrameHandler;