Merge remote-tracking branch 'origin/master' into medical-rewrite

This commit is contained in:
commy2 2016-09-28 18:33:16 +02:00
commit 4484a36f25
27 changed files with 6 additions and 740 deletions

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z\ace\addons\sitting

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class ACE_Settings {
class GVAR(enable) {
value = 0;
typeName = "BOOL";
displayName = CSTRING(Enable);
};
};

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class Extended_PreStart_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preStart));
};
};
class Extended_PreInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preInit));
};
};
class Extended_PostInit_EventHandlers {
class ADDON {
clientInit = QUOTE(call COMPILE_FILE(XEH_clientInit));
};
};
class Extended_Killed_EventHandlers {
class CAManBase {
class ADDON {
killed = QUOTE(_this call DFUNC(handleInterrupt));
};
};
};
// Need initPost or there are problems with setVariable
class Extended_InitPost_EventHandlers {
class ThingX {
class ADDON {
init = QUOTE(_this call DFUNC(addSitActions));
};
};
};

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// Force free-look, prevent body rotating and leaning
#define MACRO_ANIMATION \
head = "headDefault"; \
aimingBody = "aimingNo"; \
forceAim = 1; \
static = 1;
class CfgMovesBasic;
class CfgMovesMaleSdr: CfgMovesBasic {
class States {
class HubSittingChairA_idle1;
class GVAR(HubSittingChairA_idle1): HubSittingChairA_idle1 {
MACRO_ANIMATION
};
class HubSittingChairA_idle2;
class GVAR(HubSittingChairA_idle2): HubSittingChairA_idle2 {
MACRO_ANIMATION
};
class HubSittingChairA_idle3;
class GVAR(HubSittingChairA_idle3): HubSittingChairA_idle3 {
MACRO_ANIMATION
};
class HubSittingChairA_move1;
class GVAR(HubSittingChairA_move1): HubSittingChairA_move1 {
MACRO_ANIMATION
};
class HubSittingChairB_idle1;
class GVAR(HubSittingChairB_idle1): HubSittingChairB_idle1 {
MACRO_ANIMATION
};
class HubSittingChairB_idle2;
class GVAR(HubSittingChairB_idle2): HubSittingChairB_idle2 {
MACRO_ANIMATION
};
class HubSittingChairB_idle3;
class GVAR(HubSittingChairB_idle3): HubSittingChairB_idle3 {
MACRO_ANIMATION
};
class HubSittingChairB_move1;
class GVAR(HubSittingChairB_move1): HubSittingChairB_move1 {
MACRO_ANIMATION
};
class HubSittingChairC_idle1;
class GVAR(HubSittingChairC_idle1): HubSittingChairC_idle1 {
MACRO_ANIMATION
};
class HubSittingChairC_idle2;
class GVAR(HubSittingChairC_idle2): HubSittingChairC_idle2 {
MACRO_ANIMATION
};
class HubSittingChairC_idle3;
class GVAR(HubSittingChairC_idle3): HubSittingChairC_idle3 {
MACRO_ANIMATION
};
class HubSittingChairC_move1;
class GVAR(HubSittingChairC_move1): HubSittingChairC_move1 {
MACRO_ANIMATION
};
class HubSittingChairUA_idle1;
class GVAR(HubSittingChairUA_idle1): HubSittingChairUA_idle1 {
MACRO_ANIMATION
};
class HubSittingChairUA_idle2;
class GVAR(HubSittingChairUA_idle2): HubSittingChairUA_idle2 {
MACRO_ANIMATION
};
class HubSittingChairUA_idle3;
class GVAR(HubSittingChairUA_idle3): HubSittingChairUA_idle3 {
MACRO_ANIMATION
};
class HubSittingChairUA_move1;
class GVAR(HubSittingChairUA_move1): HubSittingChairUA_move1 {
MACRO_ANIMATION
};
class HubSittingChairUB_idle1;
class GVAR(HubSittingChairUB_idle1): HubSittingChairUB_idle1 {
MACRO_ANIMATION
};
class HubSittingChairUB_idle2;
class GVAR(HubSittingChairUB_idle2): HubSittingChairUB_idle2 {
MACRO_ANIMATION
};
class HubSittingChairUB_idle3;
class GVAR(HubSittingChairUB_idle3): HubSittingChairUB_idle3 {
MACRO_ANIMATION
};
class HubSittingChairUB_move1;
class GVAR(HubSittingChairUB_move1): HubSittingChairUB_move1 {
MACRO_ANIMATION
};
class HubSittingChairUC_idle1;
class GVAR(HubSittingChairUC_idle1): HubSittingChairUC_idle1 {
MACRO_ANIMATION
};
class HubSittingChairUC_idle2;
class GVAR(HubSittingChairUC_idle2): HubSittingChairUC_idle2 {
MACRO_ANIMATION
};
class HubSittingChairUC_idle3;
class GVAR(HubSittingChairUC_idle3): HubSittingChairUC_idle3 {
MACRO_ANIMATION
};
class HubSittingChairUC_move1;
class GVAR(HubSittingChairUC_move1): HubSittingChairUC_move1 {
MACRO_ANIMATION
};
};
};

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class CBA_Extended_EventHandlers;
class CfgVehicles {
class ACE_Module;
class ACE_ModuleSitting: ACE_Module {
author = ECSTRING(common,ACETeam);
category = "ACE";
displayName = CSTRING(ModuleDisplayName);
function = QFUNC(moduleInit);
scope = 1;
isGlobal = 1;
isSingular = 1;
icon = QPATHTOF(UI\Icon_Module_Sitting_ca.paa);
class Arguments {
class enable {
displayName = CSTRING(Enable);
description = CSTRING(Enable);
typeName = "BOOL";
defaultValue = 1;
};
};
class ModuleDescription {
description = CSTRING(ModuleDescription);
};
};
class Man;
class CAManBase: Man {
class ACE_SelfActions {
class GVAR(Stand) {
displayName = CSTRING(Stand);
condition = QUOTE(_player call FUNC(canStand));
exceptions[] = {"isNotSitting"};
statement = QUOTE(_player call FUNC(stand));
priority = 0;
icon = QPATHTOF(UI\stand_ca.paa);
};
};
};
// Folding Chair
class ThingX;
class Land_CampingChair_V1_F: ThingX {
class EventHandlers {
class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers {};
};
GVAR(canSit) = 1;
GVAR(sitDirection) = 180;
GVAR(sitPosition)[] = {0, -0.1, -0.45};
EGVAR(dragging,canCarry) = 1;
EGVAR(dragging,carryPosition)[] = {0, 0.75, 0.5};
EGVAR(dragging,carryDirection) = 180;
};
// Camping Chair
class Land_CampingChair_V2_F: ThingX {
class EventHandlers {
class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers {};
};
GVAR(canSit) = 1;
GVAR(sitDirection) = 180;
GVAR(sitPosition)[] = {0, -0.1, -0.45};
EGVAR(dragging,canCarry) = 1;
EGVAR(dragging,carryPosition)[] = {0, 0.75, 0.5};
EGVAR(dragging,carryDirection) = 180;
};
// Chair (Plastic)
class Furniture_base_F: ThingX {};
class Land_ChairPlastic_F: Furniture_base_F {
class EventHandlers {
class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers {};
};
GVAR(canSit) = 1;
GVAR(sitDirection) = 90;
GVAR(sitPosition)[] = {0, 0, -0.5};
EGVAR(dragging,canCarry) = 1;
EGVAR(dragging,carryPosition)[] = {0, 0.75, 0.5};
EGVAR(dragging,carryDirection) = 270;
};
// Chair (Wooden)
class Land_ChairWood_F: Furniture_base_F {
class EventHandlers {
class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers {};
};
GVAR(canSit) = 1;
GVAR(sitDirection) = 180;
GVAR(sitPosition)[] = {0, -0.05, 0};
EGVAR(dragging,canCarry) = 1;
EGVAR(dragging,carryPosition)[] = {0, 0.75, 0.5};
EGVAR(dragging,carryDirection) = 180;
};
// Office Chair
class Land_OfficeChair_01_F: Furniture_base_F {
class EventHandlers {
class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers {};
};
GVAR(canSit) = 1;
GVAR(sitDirection) = 180;
GVAR(sitPosition)[] = {0, 0, -0.6};
EGVAR(dragging,canCarry) = 1;
EGVAR(dragging,carryPosition)[] = {0, 0.75, 0.5};
EGVAR(dragging,carryDirection) = 180;
};
// Rattan Chair
class Land_RattanChair_01_F: Furniture_base_F {
class EventHandlers {
class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers {};
};
GVAR(canSit) = 1;
GVAR(sitDirection) = 180;
GVAR(sitPosition)[] = {0, -0.1, -1}; // Z must be -1 due to chair's geometry (magic floating seat point)
EGVAR(dragging,canCarry) = 1;
EGVAR(dragging,carryPosition)[] = {0, 0.75, 0.5};
EGVAR(dragging,carryDirection) = 180;
};
};

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ace_sitting
===============
The Sitting module introduces ability to sit on chairs.
## Maintainers
The people responsible for merging changes to this component or answering potential questions.
- [Jonpas](https://github.com/jonpas)

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PREP(addSitActions);
PREP(canSit);
PREP(canStand);
PREP(getRandomAnimation);
PREP(handleInterrupt);
PREP(moduleInit);
PREP(sit);
PREP(stand);

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#include "script_component.hpp"
// Exit on Headless
if (!hasInterface) exitWith {};
["ace_settingsInitialized", {
if ([[QUOTE(ADDON), QGVAR(enable)], ["acex_sitting", "acex_sitting_enable"], "3.8.0"] call EFUNC(common,deprecateComponent)) exitwith {};
//If not enabled, then do not add CanInteractWith Condition or event handlers:
if (!GVAR(enable)) exitWith {};
// Add interaction menu exception
["isNotSitting", {isNil {(_this select 0) getVariable QGVAR(isSitting)}}] call EFUNC(common,addCanInteractWithCondition);
// Handle interruptions
["ace_unconscious", {_this call DFUNC(handleInterrupt)}] call CBA_fnc_addEventHandler;
[QEGVAR(captives,setHandcuffed), {_this call DFUNC(handleInterrupt)}] call CBA_fnc_addEventHandler;
}] call CBA_fnc_addEventHandler;

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#include "script_component.hpp"
ADDON = false;
#include "XEH_PREP.hpp"
GVAR(initializedClasses) = [];
ADDON = true;

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#include "script_component.hpp"
#include "XEH_PREP.hpp"

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#include "script_component.hpp"
class CfgPatches {
class ADDON {
name = COMPONENT_NAME;
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_interaction"};
author = ECSTRING(common,ACETeam);
authors[] = {"Jonpas"};
url = ECSTRING(main,URL);
VERSION_CONFIG;
};
};
#include "ACE_Settings.hpp"
#include "CfgEventHandlers.hpp"
#include "CfgMoves.hpp"
#include "CfgVehicles.hpp"

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/*
* Author: Jonpas
* Adds sit actions.
*
* Arguments:
* 0: Seat <OBJECT>
*
* Return Value:
* None
*
* Example:
* [seat] call ace_sitting_fnc_addSitActions
*
* Public: No
*/
#include "script_component.hpp"
params ["_seat"];
private _type = typeOf _seat;
// Exit if the object is not specified as a seat
if (getNumber (configFile >> "CfgVehicles" >> _type >> QGVAR(canSit)) != 1) exitWith {};
// only run this after the settings are initialized
if !(EGVAR(common,settingsInitFinished)) exitWith {
EGVAR(common,runAtSettingsInitialized) pushBack [FUNC(addSitActions), _this];
};
//If not enabled, don't add actions:
if (!GVAR(enable)) exitWith {};
// Exit if class already initialized
if (_type in GVAR(initializedClasses)) exitWith {};
GVAR(initializedClasses) pushBack _type;
TRACE_1("Adding Sit Action",_type);
private _sitAction = [
QGVAR(Sit),
localize LSTRING(Sit),
QPATHTOF(UI\sit_ca.paa),
{_this call FUNC(sit)},
{_this call FUNC(canSit)},
{},
[],
[0, 0, 0],
1.5
] call EFUNC(interact_menu,createAction);
[_type, 0, ["ACE_MainActions"], _sitAction] call EFUNC(interact_menu,addActionToClass);

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@ -1,23 +0,0 @@
/*
* Author: Jonpas
* Check if the player can sit down.
*
* Arguments:
* 0: Seat <OBJECT>
*
* Return Value:
* Can Sit Down <BOOL>
*
* Example:
* [seat] call ace_sitting_fnc_canSit
*
* Public: No
*/
#include "script_component.hpp"
params ["_seat"];
// Sitting enabled, is seat object, not occupied and standing up (or not on a big slope)
GVAR(enable) &&
{!(_seat call EFUNC(common,owned))} &&
{round (vectorUp _seat select 0) == 0 && {round (vectorUp _seat select 1) == 0} && {round (vectorUp _seat select 2) == 1}}

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@ -1,21 +0,0 @@
/*
* Author: Jonpas
* Check if the player can stand up (is in sitting position).
*
* Arguments:
* Player <OBJECT>
*
* Return Value:
* Can Stand Up <BOOL>
*
* Example:
* player call ace_sitting_fnc_canStand;
*
* Public: No
*/
#include "script_component.hpp"
params ["_player"];
// Sitting
!isNil {_player getVariable QGVAR(isSitting)}

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@ -1,44 +0,0 @@
/*
* Author: Jonpas
* Gets a random animations from the list.
*
* Arguments:
* None
*
* Return Value:
* Random Animation <STRING>
*
* Example:
* _animation = call ace_sitting_fnc_getRandomAnimation
*
* Public: No
*/
#include "script_component.hpp"
// Select random animation from Animations Pool
selectRandom [
QGVAR(HubSittingChairA_idle1),
QGVAR(HubSittingChairA_idle2),
QGVAR(HubSittingChairA_idle3),
QGVAR(HubSittingChairA_move1),
QGVAR(HubSittingChairB_idle1),
QGVAR(HubSittingChairB_idle2),
QGVAR(HubSittingChairB_idle3),
QGVAR(HubSittingChairB_move1),
QGVAR(HubSittingChairC_idle1),
QGVAR(HubSittingChairC_idle2),
QGVAR(HubSittingChairC_idle3),
QGVAR(HubSittingChairC_move1),
QGVAR(HubSittingChairUA_idle1),
QGVAR(HubSittingChairUA_idle2),
QGVAR(HubSittingChairUA_idle3),
QGVAR(HubSittingChairUA_move1),
QGVAR(HubSittingChairUB_idle1),
QGVAR(HubSittingChairUB_idle2),
QGVAR(HubSittingChairUB_idle3),
QGVAR(HubSittingChairUB_move1),
QGVAR(HubSittingChairUC_idle1),
QGVAR(HubSittingChairUC_idle2),
QGVAR(HubSittingChairUC_idle3),
QGVAR(HubSittingChairUC_move1)
]

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@ -1,22 +0,0 @@
/*
* Author: Jonpas
* Handles interruptions of sitting, like killed or unconsciousness.
*
* Arguments:
* 0: Player <OBJECT>
*
* Return Value:
* None
*
* Example:
* player call ace_sitting_fnc_handleInterrupt
*
* Public: No
*/
#include "script_component.hpp"
params ["_player"];
if (!isNil {_player getVariable QGVAR(isSitting)}) then {
_player call FUNC(stand);
};

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@ -1,25 +0,0 @@
/*
* Author: Jonpas
* Initializes the Sitting module.
*
* Arguments:
* 0: The module logic <LOGIC>
* 1: Units <ARRAY>
* 2: Activated <BOOL>
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
if !(isServer) exitWith {};
params ["_logic", "_units", "_activated"];
if (!_activated) exitWith {};
[_logic, QGVAR(enable), "enable"] call EFUNC(common,readSettingFromModule);
ACE_LOGINFO("Sitting Module Initialized.");

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@ -1,72 +0,0 @@
/*
* Author: Jonpas
* Sits down the player.
*
* Arguments:
* 0: Seat <OBJECT>
* 1: Player <OBJECT>
*
* Return Value:
* None
*
* Example:
* [seat, player] call ace_sitting_fnc_sit;
*
* Public: No
*/
#include "script_component.hpp"
params ["_seat", "_player"];
// Overwrite weird position, because Arma decides to set it differently based on current animation/stance...
_player switchMove "amovpknlmstpsraswrfldnon";
// Add scroll-wheel action to release object
private _actionID = _player addAction [
format ["<t color='#FFFF00'>%1</t>", localize LSTRING(Stand)],
QUOTE((_this select 0) call FUNC(stand)),
nil,
20,
false,
true,
"GetOut",
QUOTE(_this call FUNC(canStand))
];
// Read config
private _configFile = configFile >> "CfgVehicles" >> typeOf _seat;
private _sitDirection = (getDir _seat) + getNumber (_configFile >> QGVAR(sitDirection));
private _sitPosition = getArray (_configFile >> QGVAR(sitPosition));
// Get random animation and perform it (before moving player to ensure correct placement)
[_player, call FUNC(getRandomAnimation), 2] call EFUNC(common,doAnimation); // Correctly places when using non-transitional animations
[_player, "", 1] call EFUNC(common,doAnimation); // Correctly applies animation's config values (such as disallow throwing of grenades, intercept keybinds... etc).
// Set direction and position
_player setDir _sitDirection;
//modelToWorld returns AGL
_player setPosASL (AGLtoASL (_seat modelToWorld _sitPosition));
// Set variables, save seat object on player
_player setVariable [QGVAR(isSitting), [_seat, _actionID]];
[_player, _seat] call EFUNC(common,claim); // To prevent multiple people sitting on one seat
// Add automatical stand PFH in case of interruptions
private _seatPosOrig = getPosASL _seat;
[{
params ["_args", "_pfhId"];
_args params ["_player", "_seat", "_seatPosOrig"];
// Remove PFH if not sitting any more
if (isNil {_player getVariable QGVAR(isSitting)}) exitWith {
[_pfhId] call CBA_fnc_removePerFrameHandler;
TRACE_1("Remove PFH",_player getVariable [ARR_2(QGVAR(isSitting), false)]);
};
// Stand up if chair gets deleted or moved
if (isNull _seat || !((getPosASL _seat) isEqualTo _seatPosOrig)) exitWith {
_player call FUNC(stand);
TRACE_2("Chair moved",getPosASL _seat,_seatPosOrig);
};
}, 0, [_player, _seat, _seatPosOrig]] call CBA_fnc_addPerFrameHandler;

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@ -1,38 +0,0 @@
/*
* Author: Jonpas
* Stands up the player.
*
* Arguments:
* Player <OBJECT>
*
* Return Value:
* None
*
* Example:
* player call ace_sitting_fnc_stand;
*
* Public: No
*/
#include "script_component.hpp"
params ["_player"];
(_player getVariable QGVAR(isSitting)) params ["_seat", "_actionID"];
// Remove scroll-wheel action
_player removeAction _actionID;
// Restore animation
private _animation = switch (currentWeapon _player) do {
case "": {"amovpercmstpsnonwnondnon"};
case (primaryWeapon _player): {"amovpercmstpslowwrfldnon"};
case (handgunWeapon _player): {"amovpercmstpslowwpstdnon"};
default {"amovpercmstpsnonwnondnon"};
};
[_player, _animation, 2] call EFUNC(common,doAnimation);
// Set variables to nil
_player setVariable [QGVAR(isSitting), nil];
if (isNull _seat) exitWith {};
[objNull, _seat] call EFUNC(common,claim);

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@ -1 +0,0 @@
#include "\z\ace\addons\sitting\script_component.hpp"

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@ -1,18 +0,0 @@
#define COMPONENT sitting
#define COMPONENT_BEAUTIFIED Sitting
#include "\z\ace\addons\main\script_mod.hpp"
// #define DEBUG_MODE_FULL
// #define DISABLE_COMPILE_CACHE
// #define CBA_DEBUG_SYNCHRONOUS
// #define ENABLE_PERFORMANCE_COUNTERS
#ifdef DEBUG_ENABLED_SITTING
#define DEBUG_MODE_FULL
#endif
#ifdef DEBUG_SETTINGS_SITTING
#define DEBUG_SETTINGS DEBUG_SETTINGS_SITTING
#endif
#include "\z\ace\addons\main\script_macros.hpp"

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@ -1,70 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Sitting">
<Key ID="STR_ACE_Sitting_Sit">
<English>Sit Down</English>
<German>Hinsetzen</German>
<Polish>Usiądź</Polish>
<Portuguese>Sentar</Portuguese>
<Czech>Sednout si</Czech>
<Spanish>Sentarse</Spanish>
<French>S'assoir</French>
<Hungarian>Leülés</Hungarian>
<Russian>Сесть</Russian>
<Italian>Siediti</Italian>
<Japanese>座る</Japanese>
</Key>
<Key ID="STR_ACE_Sitting_Stand">
<English>Stand Up</English>
<German>Aufstehen</German>
<Polish>Wstań</Polish>
<Portuguese>Levantar</Portuguese>
<Czech>Vstát</Czech>
<Spanish>Levantarse</Spanish>
<French>Se lever</French>
<Hungarian>Felállás</Hungarian>
<Russian>Встать</Russian>
<Italian>Alzati</Italian>
<Japanese>立つ</Japanese>
</Key>
<Key ID="STR_ACE_Sitting_Enable">
<English>Enable Sitting</English>
<German>Sitzen ermöglichen</German>
<Portuguese>Habilitar opção para sentar</Portuguese>
<Polish>Aktywuj siadanie</Polish>
<Czech>Povolit sezení</Czech>
<Spanish>Activar asiento</Spanish>
<French>Permettre de s'assoir</French>
<Hungarian>Ülés engedélyezése</Hungarian>
<Russian>Разрешить сидение</Russian>
<Italian>Abilita seduta</Italian>
<Japanese>座るのを有効化</Japanese>
</Key>
<Key ID="STR_ACE_Sitting_ModuleDisplayName">
<English>Sitting</English>
<German>Hinsetzen</German>
<Portuguese>Sentado</Portuguese>
<Polish>Siadanie</Polish>
<Czech>Sezení</Czech>
<Spanish>Sentarse</Spanish>
<French>S'assoir</French>
<Hungarian>Ülés</Hungarian>
<Russian>Сидение</Russian>
<Italian>Sedersi</Italian>
<Japanese>着座</Japanese>
</Key>
<Key ID="STR_ACE_Sitting_ModuleDescription">
<English>This module allows you to disable the ability to sit on chairs.</English>
<German>Dieses Modul eröffnet die Möglichkeit, sich auf Stühlen hinzusetzen.</German>
<Portuguese>Este módulo permite que você desabilite a capacidade de sentar-se em cadeiras e banheiros.</Portuguese>
<Polish>Moduł ten pozwala na włączenie lub wyłączenie możliwości siadania na krzesłach i toaletach.</Polish>
<Czech>Tento modul dovoluje zakázat možnost sedět na židlých a toaletách.</Czech>
<Spanish>Este módulo te permite desactivar la capacidad de sentarse en sillas.</Spanish>
<French>Ce module contrôle la capacité de s'assoir sur des chaises ou sur des toilettes</French>
<Hungarian>Ez a modul lehetővé teszi a székekre és toalettekre való leülés letiltását.</Hungarian>
<Russian>Этот модуль позволяет вам запретить возможность садиться на стулья и туалеты.</Russian>
<Italian>Questo modulo ti permette di disabilitare la possibilità di sederti sulle sedie.</Italian>
<Japanese>モジュールでは椅子に着席するのを無効化できます。</Japanese>
</Key>
</Package>
</Project>

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@ -346,10 +346,6 @@
`ace_common`
{% endif %}
{% if include.component == "sitting" %}
`ace_interaction`
{% endif %}
{% if include.component == "slideshow" %}
`ace_common`
{% endif %}

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@ -5,23 +5,21 @@ description: Ability to sit on chairs.
group: feature
category: interaction
parent: wiki
mod: ace
mod: acex
version:
major: 3
minor: 2
minor: 0
patch: 0
redirect_from: "/wiki/feature/sitting.html"
---
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<h5>Note:</h5>
<p>ACE3 Sitting has been deprecated in favour of ACEX Sitting and will be removed in a future version.</p>
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_Sitting has been moved from ACE3 (in v3.8.0) to ACEX._
## 1. Overview
Adds the ability to sit on chairs.
## 2. Usage
Please note that to be able to use this function the sitting module need to be placed down (or set to 1 in the server config)
Please note that to be able to use this function the sitting module need to be placed down (or set to 1 in the server config).
### 2.1 How to sit / stand up
- Look at the chair and press the interaction key <kbd>Ctrl</kbd>+<kbd>&nbsp;Win</kbd> (ACE3 default).
@ -30,4 +28,4 @@ Please note that to be able to use this function the sitting module need to be p
## 3. Dependencies
{% include dependencies_list.md component="sitting" %}
{% include dependenciesx_list.md component="sitting" %}