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Common - Add addPlayerEH
for adding EHs to ace_player (#10056)
* Common - Add `addPlayerEH` for adding EHs to ace_player * Update fnc_addPlayerEH.sqf * convert ui to use new func
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@ -265,6 +265,7 @@ PREP(_handleRequestAllSyncedEvents);
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PREP(addActionEventHandler);
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PREP(addActionMenuEventHandler);
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PREP(addMapMarkerCreatedEventHandler);
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PREP(addPlayerEH);
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PREP(removeActionEventHandler);
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PREP(removeActionMenuEventHandler);
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61
addons/common/functions/fnc_addPlayerEH.sqf
Normal file
61
addons/common/functions/fnc_addPlayerEH.sqf
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@ -0,0 +1,61 @@
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#include "..\script_component.hpp"
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/*
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* Author: PabstMirror
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* Adds event handler just to ACE_player
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*
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* Arguments:
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* 0: Key <STRING>
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* 1: Event Type <STRING>
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* 2: Event Code <CODE>
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* 3: Ignore Virtual Units (spectators, virtual zeus, uav RC) <BOOL> (default: false)
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*
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* Return Value:
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* None
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*
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* Example:
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* ["example", "FiredNear", {systemChat str _this}] call ace_common_fnc_addPlayerEH
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*
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* Public: Yes
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*/
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params [["_key", "", [""]], ["_type", "", [""]], ["_code", {}, [{}]], ["_ignoreVirtual", false, [false]]];
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TRACE_3("addPlayerEH",_key,_type,_ignoreVirtual);
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if (isNil QGVAR(playerEventsHash)) then { // first-run init
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GVAR(playerEventsHash) = createHashMap;
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["unit", {
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params ["_newPlayer", "_oldPlayer"];
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// uav check only applies to direct controlling UAVs from zeus, no effect on normal UAV operation
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private _isVirutal = (unitIsUAV _newPlayer) || {getNumber (configOf _newPlayer >> "isPlayableLogic") == 1};
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TRACE_4("",_newPlayer,_oldPlayer,_isVirutal,count GVAR(playerEventsHash));
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{
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_y params ["_type", "_code", "_ignoreVirtual"];
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private _oldEH = _oldPlayer getVariable [_x, -1];
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if (_oldEH != -1) then {
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_oldPlayer removeEventHandler [_type, _oldEH];
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_oldPlayer setVariable [_x, nil];
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};
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_oldEH = _newPlayer getVariable [_x, -1];
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if (_oldEH != -1) then { continue }; // if respawned then var and EH already exists
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if (_ignoreVirtual && _isVirutal) then { continue };
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private _newEH = _newPlayer addEventHandler [_type, _code];
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_newPlayer setVariable [_x, _newEH];
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} forEach GVAR(playerEventsHash);
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}, false] call CBA_fnc_addPlayerEventHandler;
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};
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_key = format [QGVAR(playerEvents_%1), toLower _key];
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if (_key in GVAR(playerEventsHash)) exitWith { ERROR_1("bad key %1",_this); };
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GVAR(playerEventsHash) set [_key, [_type, _code, _ignoreVirtual]];
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if (isNull ACE_player) exitWith {};
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if (_ignoreVirtual && {(unitIsUAV ACE_player) || {getNumber (configOf ACE_player >> "isPlayableLogic") == 1}}) exitWith {};
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// Add event now
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private _newEH = ACE_player addEventHandler [_type, _code];
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ACE_player setVariable [_key, _newEH];
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@ -1,5 +1,4 @@
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PREP(compileConfigUI);
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PREP(handlePlayerChanged);
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PREP(handleSpeedIndicator);
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PREP(moduleInit);
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PREP(onAnimChanged);
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@ -48,4 +48,4 @@ GVAR(elementsSet) = call CBA_fnc_createNamespace;
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}] call CBA_fnc_addEventHandler;
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}] call CBA_fnc_addEventHandler;
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["unit", LINKFUNC(handlePlayerChanged), true] call CBA_fnc_addPlayerEventHandler;
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[QUOTE(ADDON), "AnimChanged", LINKFUNC(onAnimChanged)] call EFUNC(common,addPlayerEH);
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@ -1,32 +0,0 @@
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#include "..\script_component.hpp"
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/*
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* Author: veteran29
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* Handles switching units.
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*
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* Arguments:
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* 0: New Unit <OBJECT>
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* 1: Old Unit <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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* [newbob, oldbob] call ace_ui_fnc_handlePlayerChanged
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*
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* Public: No
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*/
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params ["_newUnit", "_oldUnit"];
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TRACE_2("unit changed",_newUnit,_oldUnit);
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if (!isNull _oldUnit) then {
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_oldUnit removeEventHandler ["AnimChanged", _oldUnit getVariable [QGVAR(animHandler), -1]];
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_oldUnit setVariable [QGVAR(animHandler), nil];
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TRACE_1("remove old",_oldUnit getVariable QGVAR(animHandler));
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};
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// Don't add a new EH if the unit respawned
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if (_newUnit getVariable [QGVAR(animHandler), -1] == -1) then {
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private _animHandler = _newUnit addEventHandler ["AnimChanged", LINKFUNC(onAnimChanged)];
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TRACE_1("add new",_animHandler);
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_newUnit setVariable [QGVAR(animHandler), _animHandler];
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};
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