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Allow interaction menu while sitting
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@ -31,7 +31,7 @@ addMissionEventHandler ["Draw3D", DFUNC(render)];
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["ACE3 Common", QGVAR(InteractKey), (localize LSTRING(InteractKey)),
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{
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// Conditions: canInteract
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if !([ACE_player, objNull, ["isNotInside","isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering"]] call EFUNC(common,canInteractWith)) exitWith {false};
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if !([ACE_player, objNull, ["isNotInside","isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering", "isNotSitting"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Statement
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[0] call FUNC(keyDown)
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},{[0,false] call FUNC(keyUp)},
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@ -40,7 +40,7 @@ addMissionEventHandler ["Draw3D", DFUNC(render)];
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["ACE3 Common", QGVAR(SelfInteractKey), (localize LSTRING(SelfInteractKey)),
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{
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// Conditions: canInteract
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if !([ACE_player, objNull, ["isNotInside","isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering"]] call EFUNC(common,canInteractWith)) exitWith {false};
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if !([ACE_player, objNull, ["isNotInside","isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering", "isNotSitting"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Statement
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[1] call FUNC(keyDown)
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},{[1,false] call FUNC(keyUp)},
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@ -122,7 +122,7 @@ _actions = if (_isMan) then {
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// Dummy statement so it's not collapsed when there's no available actions
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true
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},
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{[ACE_player, _target, ["isNotInside","isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering"]] call EFUNC(common,canInteractWith)},
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{[ACE_player, _target, ["isNotInside","isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering", "isNotSitting"]] call EFUNC(common,canInteractWith)},
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{},
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{},
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"Spine3",
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@ -26,6 +26,7 @@ class CfgVehicles {
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class GVAR(Stand) {
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displayName = CSTRING(Stand);
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condition = QUOTE(_player call FUNC(canStand));
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exceptions[] = {"isNotSitting"};
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statement = QUOTE(_player call FUNC(stand));
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priority = 0;
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icon = PATHTOF(UI\stand_ca.paa);
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