remove lockbackpacks code, add sound and camshake, ref #178

This commit is contained in:
commy2 2015-03-10 17:18:21 +01:00
parent eeb07f2bf6
commit 025c45dccc
8 changed files with 74 additions and 135 deletions

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@ -5,6 +5,12 @@ class Extended_PreInit_EventHandlers {
}; };
}; };
class Extended_PostInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_postInit));
};
};
class Extended_InventoryOpened_EventHandlers { class Extended_InventoryOpened_EventHandlers {
class CAManBase { class CAManBase {
class GVAR(onOpenInventory) { class GVAR(onOpenInventory) {

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@ -1,31 +0,0 @@
class CfgVehicles {
class Man;
class CAManBase: Man {
class ACE_SelfActions {
class ACE_Equipment {
class ACE_LockBackpack {
displayName = "$STR_ACE_LockBackpacks_LockBackpack";
condition = QUOTE([backpackContainer _player] call FUNC(isBackpack) && {!((backpackContainer _player) getVariable [ARR_2('ACE_LockedInventory', false)])});
statement = QUOTE((backpackContainer _player) setVariable [ARR_3('ACE_LockedInventory', true, true)];);
showDisabled = 0;
priority = 2.5;
icon = ""; // @todo
hotkey = "L";
enableInside = 1;
};
class ACE_UnlockBackpack {
displayName = "$STR_ACE_LockBackpacks_UnlockBackpack";
condition = QUOTE([backpackContainer _player] call FUNC(isBackpack) && {(backpackContainer _player) getVariable [ARR_2('ACE_LockedInventory', false)]});
statement = QUOTE((backpackContainer _player) setVariable [ARR_3('ACE_LockedInventory', false, true)];);
showDisabled = 0;
priority = 2.5;
icon = ""; // @todo
hotkey = "L";
enableInside = 1;
};
};
};
};
};

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@ -0,0 +1,3 @@
#include "script_component.hpp"
["backpackOpened", {_this call FUNC(backpackOpened)}] call EFUNC(common,addEventHandler);

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@ -2,6 +2,7 @@
ADDON = false; ADDON = false;
PREP(backpackOpened);
PREP(getBackpackAssignedUnit); PREP(getBackpackAssignedUnit);
PREP(isBackpack); PREP(isBackpack);
PREP(onOpenInventory); PREP(onOpenInventory);

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@ -5,7 +5,7 @@ class CfgPatches {
units[] = {}; units[] = {};
weapons[] = {}; weapons[] = {};
requiredVersion = REQUIRED_VERSION; requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_common","ace_interaction"}; requiredAddons[] = {"ace_common"};
author[] = {"bux","commy2"}; author[] = {"bux","commy2"};
authorUrl = "https://github.com/commy2/"; authorUrl = "https://github.com/commy2/";
VERSION_CONFIG; VERSION_CONFIG;
@ -13,4 +13,3 @@ class CfgPatches {
}; };
#include "CfgEventHandlers.hpp" #include "CfgEventHandlers.hpp"
#include "CfgVehicles.hpp"

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@ -0,0 +1,48 @@
/*
* Author: commy2
*
* Someone opened your backpack. Execute locally.
*
* Argument:
* 0: Who accessed your inventory? (Object)
* 1: Unit that wields the backpack (Object)
* 2: The backpack object (Object)
*
* Return value:
* None.
*/
#include "script_component.hpp"
private ["_unit", "_target"];
_unit = _this select 0;
_target = _this select 1;
_backpack = _this select 2;
// do cam shake if the target is the player
if ([_target] call EFUNC(common,isPlayer)) then {
addCamShake [4, 0.5, 5];
};
// play a rustling sound
private ["_sounds", "_position"];
_sounds = [
"a3\sounds_f\characters\ingame\AinvPknlMstpSlayWpstDnon_medic.wss",
"a3\sounds_f\characters\ingame\AinvPknlMstpSlayWrflDnon_medic.wss",
"a3\sounds_f\characters\ingame\AinvPpneMstpSlayWpstDnon_medic.wss",
"a3\sounds_f\characters\ingame\AinvPpneMstpSlayWrflDnon_medic.wss"
];
_position = _target modelToWorld (_target selectionPosition "Spine3");
_position = _position call EFUNC(common,positionToASL);
playSound3D [
_sounds select floor random count _sounds,
objNull,
false,
_position,
1,
1,
50
];

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@ -1,47 +1,30 @@
/* /*
* Author: bux, commy2 * Author: commy2
* *
* Handle the open inventory event. Don't open the inventory if it's locked and display message. * Handle the open inventory event. Display message on traget client.
* *
* Argument: * Argument:
* Input from "InventoryOpened" eventhandler * Input from "InventoryOpened" eventhandler
* *
* Return value: * Return value:
* Don't open the inventory dialog? (Bool) * false. Always open the inventory dialog. (Bool)
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_target", "_isBackpack", "_isLocked", "_return"]; private ["_unit", "_backpack"];
_target = _this select 1; _unit = _this select 0;
_backpack = _this select 1;
_isBackpack = [_target] call FUNC(isBackpack); // exit if the target is not a backpack
_isLocked = _target getVariable ["ACE_LockedInventory", false]; if !([_backpack] call FUNC(isBackpack)) exitWith {};
_return = false; // get the unit that wears the backpack object
if (_isBackpack) then { private "_target";
// target is a backpack _target = [_backpack] call FUNC(getBackpackAssignedUnit);
private "_unit";
_unit = [_target] call FUNC(getBackpackAssignedUnit);
if (!alive _unit || {_unit getVariable ["ACE_isUnconscious", false]}) exitWith {}; // raise event on target unit
["backpackOpened", _target, [_unit, _target, _backpack]] call EFUNC(common,targetEvent);
if (_isLocked) then { // return false to open inventory as usual
// target is a locked backpack false
[format [localize "STR_ACE_LockBackpacks_BackpackLocked", [_unit] call EFUNC(common,getName)]] call EFUNC(common,displayTextStructured);
_return = true;
} else {
// target is a not-locked backpack
if (_unit getVariable ["ACE_LockedInventory", false]) then {
[localize "STR_ACE_LockBackpacks_InventoryLocked"] call EFUNC(common,displayTextStructured);
_return = true;
};
};
} else {
// target is not a backpack
if (_isLocked) then {
[localize "STR_ACE_LockBackpacks_InventoryLocked"] call EFUNC(common,displayTextStructured);
_return = true;
};
};
_return

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@ -1,70 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!-- Edited with tabler - 2014-12-21 -->
<Project name="ACE">
<Package name="LockBackpacks">
<Key ID="STR_ACE_LockBackpacks_BackpackVentralTake">
<English>Take (Ventral)</English>
<German>Aufnehmen (Am Bauch)</German>
<Spanish>Coger (Mochila delantera)</Spanish>
<Polish>Załóż (brzuch)</Polish>
<Czech>Vzít (ventrální)</Czech>
<French>Prendre (Ventral)</French>
<Russian>Взять рюкзак (передний)</Russian>
<Hungarian>Felvétel (előre)</Hungarian>
<Portuguese>Pegar (Mochila Ventral)</Portuguese>
<Italian>Prendi</Italian>
</Key>
<Key ID="STR_ACE_LockBackpacks_BackpackVentralPut">
<English>Take Off Backpack</English>
<German>Rucksack ablegen</German>
<Spanish>Dejar mochila</Spanish>
<Polish>Zdejmij (brzuch)</Polish>
<Czech>Odložit batoh</Czech>
<French>Enlever (Ventral)</French>
<Russian>Снять рюкзак (передний)</Russian>
<Hungarian>Táska levétele</Hungarian>
<Portuguese>Retirar Mochila</Portuguese>
<Italian>Togliere zaino</Italian>
</Key>
<Key ID="STR_ACE_LockBackpacks_LockBackpack">
<English>Lock Backpack</English>
<German>Rucksack verschließen</German>
<French>Verrouiller le sac à dos</French>
<Spanish>Bloquear mochila</Spanish>
<Czech>Zamknout batoh</Czech>
<Polish>Zablokuj plecak</Polish>
<Hungarian>Táska zárolása</Hungarian>
<Russian>Запереть рюкзак</Russian>
</Key>
<Key ID="STR_ACE_LockBackpacks_UnlockBackpack">
<English>Unlock Backpack</English>
<German>Rucksack aufschließen</German>
<French>Déverouiller le sac à dos</French>
<Spanish>Desbloquear mochila</Spanish>
<Czech>Odemknout batoh</Czech>
<Polish>Odblokuj plecak</Polish>
<Hungarian>Táska nyitása</Hungarian>
<Russian>Отпереть рюкзак</Russian>
</Key>
<Key ID="STR_ACE_LockBackpacks_BackpackLocked">
<English>Backpack of %1 is locked</English>
<German>Der Rucksack von %1 ist verschlossen</German>
<French>Le sac à dos de %1 est verroullé</French>
<Spanish>La mochila de %1 está bloqueada</Spanish>
<Czech>%1 má zamčený batoh</Czech>
<Polish>Plecak %1 jest zablokowany</Polish>
<Hungarian>%1 táskája zárolva</Hungarian>
<Russian>Рюкзак %1 заперт</Russian>
</Key>
<Key ID="STR_ACE_LockBackpacks_InventoryLocked">
<English>Inventory is locked</English>
<German>Das Inventar ist verschlossen</German>
<French>L'inventaire est verrouillé</French>
<Spanish>Inventario bloqueado</Spanish>
<Czech>Inventář je zamčený</Czech>
<Polish>Ekwipunek jest zablokowany</Polish>
<Hungarian>Felszerelés zárolt</Hungarian>
<Russian>Инвентарь заперт</Russian>
</Key>
</Package>
</Project>