ACE3/addons/vector/initKeybinds.sqf

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// by commy2
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["ACE3", QGVAR(AzimuthKey), localize "STR_ACE_Vector_AzimuthKey",
{
// Conditions: canInteract
if !([ACE_player, objNull, []] call EGVAR(common,canInteractWith)) exitWith {false};
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// Conditions: specific
if !(currentWeapon ACE_player == "ACE_Vector" && {ACE_player == cameraOn} && {cameraView == "GUNNER"}) exitWith {false};
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// prevent holding down
if (GETGVAR(isDownStateKey1,false)) exitWith {false};
GVAR(isDownStateKey1) = true;
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// Statement
["azimuth"] call FUNC(onKeyDown);
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false
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},
{
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// prevent holding down
GVAR(isDownStateKey1) = false;
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// Conditions: canInteract
if !([ACE_player, objNull, []] call EGVAR(common,canInteractWith)) exitWith {false};
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// Statement
["azimuth"] call FUNC(onKeyUp);
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false
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},
[15, [false, false, false]], false, 0] call CBA_fnc_addKeybind; //Tab Key
["ACE3", QGVAR(DistanceKey), localize "STR_ACE_Vector_DistanceKey",
{
// Conditions: canInteract
if !([ACE_player, objNull, []] call EGVAR(common,canInteractWith)) exitWith {false};
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// Conditions: specific
if !(currentWeapon ACE_player == "ACE_Vector" && {ACE_player == cameraOn} && {cameraView == "GUNNER"}) exitWith {false};
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// prevent holding down
if (GETGVAR(isDownStateKey2,false)) exitWith {false};
GVAR(isDownStateKey2) = true;
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// Statement
["distance"] call FUNC(onKeyDown);
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false
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},
{
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// prevent holding down
GVAR(isDownStateKey2) = false;
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// Conditions: canInteract
if !([ACE_player, objNull, []] call EGVAR(common,canInteractWith)) exitWith {false};
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// Statement
["distance"] call FUNC(onKeyUp);
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false
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},
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[19, [false, false, false]], false] call CBA_fnc_addKeybind; //R Key