2015-01-18 18:38:27 +00:00
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//XEH_clientInit.sqf
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#include "script_component.hpp"
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2015-04-03 05:42:25 +00:00
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if (!hasInterface) exitWith {};
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2015-05-04 19:06:33 +00:00
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GVAR(cachedBuildingTypes) = [];
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GVAR(cachedBuildingActionPairs) = [];
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2015-04-25 11:28:21 +00:00
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GVAR(ParsedTextCached) = [];
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2015-04-20 23:28:01 +00:00
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["SettingChanged", {
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2015-09-27 03:02:05 +00:00
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params ["_name"];
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if (({_x == _name} count [QGVAR(colorTextMax), QGVAR(colorTextMin), QGVAR(colorShadowMax), QGVAR(colorShadowMin), QGVAR(textSize), QGVAR(shadowSetting)]) == 1) then {
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2015-04-20 23:28:01 +00:00
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[] call FUNC(setupTextColors);
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};
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}] call EFUNC(common,addEventhandler);
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2015-09-27 03:02:05 +00:00
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["SettingsInitialized", {
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//Setup text/shadow/size/color settings matrix
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[] call FUNC(setupTextColors);
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// Install the render EH on the main display
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addMissionEventHandler ["Draw3D", DFUNC(render)];
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}] call EFUNC(common,addEventHandler);
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2015-03-23 21:26:20 +00:00
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2015-04-14 03:19:38 +00:00
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//Add Actions to Houses:
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2015-05-03 04:13:35 +00:00
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["interactMenuOpened", {_this call FUNC(userActions_addHouseActions)}] call EFUNC(common,addEventHandler);
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2015-04-14 03:19:38 +00:00
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2015-03-23 21:26:20 +00:00
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// This spawn is probably worth keeping, as pfh don't work natively on the briefing screen and IDK how reliable the hack we implemented for them is.
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// The thread dies as soon as the mission start, so it's not really compiting for scheduler space.
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[] spawn {
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// Wait until the map display is detected
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waitUntil {(!isNull findDisplay 12)};
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2015-04-03 05:42:25 +00:00
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// Install the render EH on the map screen
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2015-03-23 21:26:20 +00:00
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((findDisplay 12) displayCtrl 51) ctrlAddEventHandler ["Draw", DFUNC(render)];
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2015-01-18 18:38:27 +00:00
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};
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2015-03-23 21:26:20 +00:00
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2015-01-18 18:38:27 +00:00
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2015-05-28 19:59:04 +00:00
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["ACE3 Common", QGVAR(InteractKey), (localize LSTRING(InteractKey)),
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2015-04-04 15:20:14 +00:00
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{
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// Statement
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[0] call FUNC(keyDown)
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2015-04-25 06:23:54 +00:00
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},{[0,false] call FUNC(keyUp)},
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2015-11-30 15:45:20 +00:00
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[219, [false, false, false]], false] call CBA_fnc_addKeybind; //Left Windows Key
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2015-02-18 21:58:06 +00:00
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2015-05-28 19:59:04 +00:00
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["ACE3 Common", QGVAR(SelfInteractKey), (localize LSTRING(SelfInteractKey)),
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2015-04-04 15:20:14 +00:00
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{
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// Statement
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[1] call FUNC(keyDown)
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2015-04-25 06:23:54 +00:00
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},{[1,false] call FUNC(keyUp)},
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2015-11-30 15:45:20 +00:00
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[219, [false, true, false]], false] call CBA_fnc_addKeybind; //Left Windows Key + Ctrl/Strg
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2015-04-04 15:20:14 +00:00
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// Listens for the falling unconscious event, just in case the menu needs to be closed
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["medical_onUnconscious", {
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// If no menu is open just quit
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if (GVAR(openedMenuType) < 0) exitWith {};
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2015-09-27 03:02:05 +00:00
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params ["_unit", "_isUnconscious"];
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2015-04-04 15:20:14 +00:00
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if (_unit != ACE_player || !_isUnconscious) exitWith {};
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GVAR(actionSelected) = false;
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2015-05-05 18:05:31 +00:00
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[GVAR(openedMenuType), false] call FUNC(keyUp);
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2015-04-04 15:20:14 +00:00
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}] call EFUNC(common,addEventhandler);
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2015-04-15 04:20:20 +00:00
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// disable firing while the interact menu is is is opened
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["playerChanged", {_this call FUNC(handlePlayerChanged)}] call EFUNC(common,addEventHandler);
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2015-05-29 19:56:07 +00:00
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2015-06-03 04:04:47 +00:00
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// background options
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["interactMenuOpened", {
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if (GVAR(menuBackground)==1) then {[QGVAR(menuBackground), true] call EFUNC(common,blurScreen);};
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if (GVAR(menuBackground)==2) then {0 cutRsc[QGVAR(menuBackground), "PLAIN", 1, false];};
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}] call EFUNC(common,addEventHandler);
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["interactMenuClosed", {
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if (GVAR(menuBackground)==1) then {[QGVAR(menuBackground), false] call EFUNC(common,blurScreen);};
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if (GVAR(menuBackground)==2) then {(uiNamespace getVariable [QGVAR(menuBackground), displayNull]) closeDisplay 0;};
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}] call EFUNC(common,addEventHandler);
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2015-06-04 22:11:35 +00:00
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2015-09-15 17:55:08 +00:00
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//Debug to help end users identify mods that break CBA's XEH
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2015-09-19 15:43:29 +00:00
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[{
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2015-09-15 17:55:08 +00:00
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private ["_badClassnames"];
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_badClassnames = [];
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{
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2015-09-21 21:34:02 +00:00
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//Only check Land objects (WeaponHolderSimulated show up in `vehicles` for some reason)
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if ((_x isKindOf "Land") && {(isNil (format [QGVAR(Act_%1), typeOf _x])) || {isNil (format [QGVAR(SelfAct_%1), typeOf _x])}}) then {
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2015-09-15 17:55:08 +00:00
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if (!((typeOf _x) in _badClassnames)) then {
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_badClassnames pushBack (typeOf _x);
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2015-09-15 18:10:06 +00:00
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ACE_LOGERROR_3("Compile checks bad for (classname: %1)(addon: %2) %3", (typeOf _x), (unitAddons (typeOf _x)), _x);
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2015-09-15 17:55:08 +00:00
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};
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};
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2015-09-15 18:30:04 +00:00
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} forEach (allUnits + allDeadMen + vehicles);
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2015-09-15 17:55:08 +00:00
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if ((count _badClassnames) == 0) then {
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ACE_LOGINFO("All compile checks passed");
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} else {
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ACE_LOGERROR_1("%1 Classnames failed compile check!!! (bad XEH / missing cba_enable_auto_xeh.pbo)", (count _badClassnames));
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2015-09-19 15:43:29 +00:00
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//Only show visual error if they are actually missing the pbo:
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#define SUPMON configFile>>"CfgSettings">>"CBA">>"XEH">>"supportMonitor"
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if ((!isNumber(SUPMON)) || {getNumber(SUPMON) != 1}) then {
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["ACE Interaction failed to compile for some units (try adding cba_enable_auto_xeh.pbo)"] call BIS_fnc_error;
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};
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};
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}, [], 5] call EFUNC(common,waitAndExecute); //ensure CBASupMon has time to run first
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