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Fix BIS gesture keybinds
- From #3635 - FUNC(playSignal) needs "BIgesture" prefix - Interaction conditions are checked on parent, don't need on every child
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@ -13,98 +13,98 @@ class CfgVehicles {
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class GVAR(Advance) {
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displayName = CSTRING(Advance);
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condition = QUOTE(canStand _target);
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condition = QUOTE(true);
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statement = QUOTE(_target playActionNow 'gestureAdvance';);
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showDisabled = 1;
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priority = 1.9;
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};
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class GVAR(Go) {
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displayName = CSTRING(Go);
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condition = QUOTE(canStand _target);
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condition = QUOTE(true);
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statement = QUOTE(_target playActionNow ([ARR_2('gestureGo','gestureGoB')] select floor random 2););
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showDisabled = 1;
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priority = 1.8;
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};
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class GVAR(Follow) {
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displayName = CSTRING(Follow);
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condition = QUOTE(canStand _target);
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condition = QUOTE(true);
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statement = QUOTE(_target playActionNow 'gestureFollow';);
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showDisabled = 1;
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priority = 1.7;
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};
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class GVAR(Up) {
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displayName = CSTRING(Up);
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condition = QUOTE(canStand _target);
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condition = QUOTE(true);
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statement = QUOTE(_target playActionNow 'gestureUp';);
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showDisabled = 1;
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priority = 1.5;
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};
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class GVAR(CeaseFire) {
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displayName = CSTRING(CeaseFire);
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condition = QUOTE(canStand _target);
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condition = QUOTE(true);
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statement = QUOTE(_target playActionNow 'gestureCeaseFire';);
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showDisabled = 1;
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priority = 1.3;
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};
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class GVAR(Stop) {
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displayName = CSTRING(Stop);
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condition = QUOTE(canStand _target);
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condition = QUOTE(true);
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statement = QUOTE(_target playActionNow 'gestureFreeze';); // BI animation - is actualls "stop" in all stances but prone
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showDisabled = 1;
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priority = 1.2;
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};
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class GVAR(Forward) {
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displayName = CSTRING(Forward);
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condition = QUOTE(canStand _target && GVAR(ReloadMutex));
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condition = QUOTE(true);
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statement = QUOTE(QUOTE(QGVAR(forward)) call FUNC(playSignal));
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showDisabled = 1;
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priority = 1.9;
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};
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class GVAR(Regroup) {
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displayName = CSTRING(Regroup);
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condition = QUOTE(canStand _target && GVAR(ReloadMutex));
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condition = QUOTE(true);
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statement = QUOTE(QUOTE(QGVAR(regroup)) call FUNC(playSignal));
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showDisabled = 1;
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priority = 1.8;
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};
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class GVAR(Freeze) {
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displayName = CSTRING(Freeze);
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condition = QUOTE(canStand _target && GVAR(ReloadMutex));
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condition = QUOTE(true);
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statement = QUOTE(QUOTE(QGVAR(freeze)) call FUNC(playSignal));
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showDisabled = 1;
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priority = 1.7;
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};
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class GVAR(Cover) {
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displayName = CSTRING(Cover);
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condition = QUOTE(canStand _target && GVAR(ReloadMutex));
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condition = QUOTE(true);
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statement = QUOTE(QUOTE(QGVAR(cover)) call FUNC(playSignal));
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showDisabled = 1;
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priority = 1.6;
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};
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class GVAR(Point) {
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displayName = CSTRING(Point);
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condition = QUOTE(canStand _target && GVAR(ReloadMutex));
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condition = QUOTE(true);
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statement = QUOTE(QUOTE(QGVAR(point)) call FUNC(playSignal));
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showDisabled = 1;
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priority = 1.5;
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};
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class GVAR(Engage) {
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displayName = CSTRING(Engage);
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condition = QUOTE(canStand _target && GVAR(ReloadMutex));
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condition = QUOTE(true);
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statement = QUOTE(QUOTE(QGVAR(engage)) call FUNC(playSignal));
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showDisabled = 1;
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priority = 1.4;
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};
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class GVAR(Hold) {
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displayName = CSTRING(Hold);
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condition = QUOTE(canStand _target && GVAR(ReloadMutex));
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condition = QUOTE(true);
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statement = QUOTE(QUOTE(QGVAR(hold)) call FUNC(playSignal));
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showDisabled = 1;
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priority = 1.3;
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};
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class GVAR(Warning) {
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displayName = CSTRING(Warning);
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condition = QUOTE(canStand _target && GVAR(ReloadMutex));
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condition = QUOTE(true);
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statement = QUOTE(QUOTE(QGVAR(warning)) call FUNC(playSignal));
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showDisabled = 1;
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priority = 1.2;
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@ -10,9 +10,10 @@ GVAR(ReloadMutex) = true;
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_x params ["_currentName", "_key", ["_vanillaKey", false] ];
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// Don't add "ace_gestures_" prefix to BI gestures
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private _signalName = _currentName;
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if (!_vanillaKey) then {
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_signalName = format [QGVAR(%1), _currentName];
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private _signalName = if (_vanillaKey) then {
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format ["BIgesture%1", _currentName];
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} else {
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format [QGVAR(%1), _currentName];
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};
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private _code = compile format [QUOTE('%1' call FUNC(playSignal)), _signalName];
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