2015-12-15 07:09:26 +00:00
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// by esteldunedain
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2015-01-18 20:08:56 +00:00
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#include "script_component.hpp"
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2015-02-14 19:22:02 +00:00
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if (isServer) then {
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2015-12-15 07:09:26 +00:00
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GVAR(pseudoRandomList) = [];
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2015-02-14 19:22:02 +00:00
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// Construct a list of pseudo random 2D vectors
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for "_i" from 0 to 30 do {
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GVAR(pseudoRandomList) pushBack [-1 + random 2, -1 + random 2];
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};
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publicVariable QGVAR(pseudoRandomList);
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};
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if !(hasInterface) exitWith {};
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2015-01-18 20:08:56 +00:00
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2015-12-27 01:56:40 +00:00
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GVAR(weaponInfoCache) = createLocation ["NameVillage", [-10000,-10000,-10000], 0, 0];
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GVAR(weaponInfoCache) setText QGVAR(weaponInfoCache);
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2015-01-18 20:08:56 +00:00
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// Add keybinds
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2015-12-15 07:09:26 +00:00
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["ACE3 Weapons", QGVAR(unjamWeapon), localize LSTRING(UnjamWeapon),
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{
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// Conditions: canInteract
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if !([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
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if !([ACE_player] call EFUNC(common,canUseWeapon) &&
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{currentWeapon ACE_player in (ACE_player getVariable [QGVAR(jammedWeapons), []])}
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) exitWith {false};
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2015-01-18 20:08:56 +00:00
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2015-12-15 07:09:26 +00:00
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// Statement
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[ACE_player, currentMuzzle ACE_player, false] call FUNC(clearJam);
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true
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},
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{false},
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[19, [true, false, false]], false] call CBA_fnc_addKeybind; //SHIFT + R Key
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2016-01-19 20:04:51 +00:00
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// Create a PFH to cool down all player weapons at (infrequent) regular intervals
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[{
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2016-01-19 20:29:58 +00:00
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if (primaryWeapon ACE_player != "") then {
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2016-01-19 20:04:51 +00:00
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[ACE_player, primaryWeapon ACE_player, 0] call FUNC(updateTemperature);
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};
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2016-01-19 20:29:58 +00:00
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if (handgunWeapon ACE_player != "") then {
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2016-01-19 20:04:51 +00:00
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[ACE_player, handgunWeapon ACE_player, 0] call FUNC(updateTemperature);
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};
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2016-01-19 20:29:58 +00:00
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if (secondaryWeapon ACE_player != "") then {
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2016-01-19 20:04:51 +00:00
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[ACE_player, secondaryWeapon ACE_player, 0] call FUNC(updateTemperature);
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};
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}, 5, []] call CBA_fnc_addPerFrameHandler;
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