ACE3/addons/explosives/XEH_postInit.sqf

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/*
* Author: Garth 'L-H' de Wet
* Initialises the player object for the explosive system.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* None
*
* Public: No
*/
#include "script_component.hpp"
//Event for setting explosive placement angle/pitch:
[QGVAR(place), {_this call FUNC(setPosition)}] call EFUNC(common,addEventHandler);
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//When getting knocked out in medical, trigger deadman explosives:
//Event is global, only run on server (ref: ace_medical_fnc_setUnconscious)
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if (isServer) then {
["medical_onUnconscious", {
params ["_unit", "_isUnconscious"];
if (!_isUnconscious) exitWith {};
TRACE_1("Knocked Out, Doing Deadman", _unit);
[_unit] call FUNC(onIncapacitated);
}] call EFUNC(common,addEventHandler);
};
if (!hasInterface) exitWith {};
GVAR(PlacedCount) = 0;
GVAR(Setup) = objNull;
GVAR(pfeh_running) = false;
GVAR(CurrentSpeedDial) = 0;
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// Properly angle preplaced bottom-attack SLAMs
{
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if (local _x) then {
switch (typeOf _x) do {
case ("ACE_SLAMDirectionalMine_Magnetic_Ammo"): {
[_x, getDir _x, 90] call FUNC(setPosition);
};
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};
};
} forEach allMines;
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["interactMenuOpened", {
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//Cancel placement if interact menu opened
if (GVAR(pfeh_running)) then {
GVAR(placeAction) = PLACE_CANCEL;
};
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//Show defuse actions on CfgAmmos (allMines):
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_this call FUNC(interactEH);
}] call EFUNC(common,addEventHandler);
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[{(_this select 0) call FUNC(handleScrollWheel);}] call EFUNC(common,addScrollWheelEventHandler);