ACE3/addons/scopes/XEH_postInit.sqf

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/*
* Author: KoffeinFlummi, esteldunedain, Ruthberg
*
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* Watches for scope changes.
* Defines key bindings
*
*/
#include "script_component.hpp"
if (!hasInterface) exitWith {};
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GVAR(Optics) = ["", "", ""];
GVAR(Guns) = ["", "", ""];
GVAR(canAdjustElevation) = [false, false, false];
GVAR(canAdjustWindage) = [false, false, false];
GVAR(boreHeight) = [0, 0, 0];
GVAR(scopeAdjust) = [[[0,0],0,[0,0],0], [[0,0],0,[0,0],0], [[0,0],0,[0,0],0]];
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["ace_settingsInitialized", {
if (!GVAR(enabled)) exitWith {};
if (GVAR(deduceBarometricPressureFromTerrainAltitude)) then {
GVAR(zeroReferenceBarometricPressure) = 1013.25 * (1 - (0.0065 * EGVAR(common,mapAltitude)) / 288.15) ^ 5.255754495;
};
// Check inventory when it changes
["loadout", FUNC(inventoryCheck), true] call CBA_fnc_addPlayerEventHandler;
// Instantly hide knobs when scoping in
["cameraView", {
params ["_player", "_newCameraView"];
if (_newCameraView == "GUNNER") then {
private _layer = [QGVAR(Zeroing)] call BIS_fnc_rscLayer;
_layer cutText ["", "PLAIN", 0];
if !(isNil QGVAR(fadePFH)) then {
[GVAR(fadePFH)] call CBA_fnc_removePerFrameHandler;
GVAR(fadePFH) = nil;
};
};
}] call CBA_fnc_addPlayerEventHandler;
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// Add keybinds
["ACE3 Scope Adjustment", QGVAR(AdjustUpMinor), localize LSTRING(AdjustUpMinor), {
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false};
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[ACE_player] call FUNC(inventoryCheck);
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// Statement
[ACE_player, ELEVATION_UP, MINOR_INCREMENT] call FUNC(adjustScope);
}, {false}, [201, [false, false, false]], true] call CBA_fnc_addKeybind;
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["ACE3 Scope Adjustment", QGVAR(AdjustDownMinor), localize LSTRING(AdjustDownMinor), {
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false};
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[ACE_player] call FUNC(inventoryCheck);
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// Statement
[ACE_player, ELEVATION_DOWN, MINOR_INCREMENT] call FUNC(adjustScope);
}, {false}, [209, [false, false, false]], true] call CBA_fnc_addKeybind;
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["ACE3 Scope Adjustment", QGVAR(AdjustLeftMinor), localize LSTRING(AdjustLeftMinor), {
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false};
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[ACE_player] call FUNC(inventoryCheck);
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// Statement
[ACE_player, WINDAGE_LEFT, MINOR_INCREMENT] call FUNC(adjustScope);
}, {false}, [209, [false, true, false]], true] call CBA_fnc_addKeybind;
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["ACE3 Scope Adjustment", QGVAR(AdjustRightMinor), localize LSTRING(AdjustRightMinor), {
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false};
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[ACE_player] call FUNC(inventoryCheck);
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// Statement
[ACE_player, WINDAGE_RIGHT, MINOR_INCREMENT] call FUNC(adjustScope);
}, {false}, [201, [false, true, false]], true] call CBA_fnc_addKeybind;
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["ACE3 Scope Adjustment", QGVAR(AdjustUpMajor), localize LSTRING(AdjustUpMajor), {
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false};
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[ACE_player] call FUNC(inventoryCheck);
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// Statement
[ACE_player, ELEVATION_UP, MAJOR_INCREMENT] call FUNC(adjustScope);
}, {false}, [201, [true, false, false]], true] call CBA_fnc_addKeybind;
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["ACE3 Scope Adjustment", QGVAR(AdjustDownMajor), localize LSTRING(AdjustDownMajor), {
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false};
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[ACE_player] call FUNC(inventoryCheck);
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// Statement
[ACE_player, ELEVATION_DOWN, MAJOR_INCREMENT] call FUNC(adjustScope);
}, {false}, [209, [true, false, false]], true] call CBA_fnc_addKeybind;
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["ACE3 Scope Adjustment", QGVAR(AdjustLeftMajor), localize LSTRING(AdjustLeftMajor), {
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false};
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[ACE_player] call FUNC(inventoryCheck);
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// Statement
[ACE_player, WINDAGE_LEFT, MAJOR_INCREMENT] call FUNC(adjustScope);
}, {false}, [209, [true, true, false]], true] call CBA_fnc_addKeybind;
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["ACE3 Scope Adjustment", QGVAR(AdjustRightMajor), localize LSTRING(AdjustRightMajor), {
// Conditions: canInteract
if !([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false};
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[ACE_player] call FUNC(inventoryCheck);
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// Statement
[ACE_player, WINDAGE_RIGHT, MAJOR_INCREMENT] call FUNC(adjustScope);
}, {false}, [201, [true, true, false]], true] call CBA_fnc_addKeybind;
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// Register fire event handler
["ace_firedPlayer", DFUNC(firedEH)] call CBA_fnc_addEventHandler;
["ace_firedPlayerNonLocal", DFUNC(firedEH)] call CBA_fnc_addEventHandler;
}] call CBA_fnc_addEventHandler;