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- Close interact_menu when the player falls unconscious
- Prevent all types of interactions while unconscious
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@ -16,8 +16,11 @@
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*/
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#include "script_component.hpp"
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PARAMS_2(_unit,_isUnconc);
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EXPLODE_2_PVT(_this,_unit,_isUnconc);
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diag_log "handleOnUnconscious";
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diag_log _this;
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diag_log _unit;
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if (!local _unit) exitWith {};
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if (_isUnconc) then {
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@ -18,11 +18,37 @@ addMissionEventHandler ["Draw3D", DFUNC(render)];
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["ACE3", QGVAR(InteractKey), (localize "STR_ACE_Interact_Menu_InteractKey"),
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{[0] call FUNC(keyDown)},
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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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// Statement
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[0] call FUNC(keyDown)
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},
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{[0] call FUNC(keyUp)},
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[219, [false, false, false]], false] call cba_fnc_addKeybind; //Left Windows Key
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["ACE3", QGVAR(SelfInteractKey), (localize "STR_ACE_Interact_Menu_SelfInteractKey"),
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{[1] call FUNC(keyDown)},
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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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// Statement
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[1] call FUNC(keyDown)
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},
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{[1] call FUNC(keyUp)},
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[219, [false, true, false]], false] call cba_fnc_addKeybind; //Left Windows Key + Ctrl/Strg
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// Listens for the falling unconscious event, just in case the menu needs to be closed
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["medical_onUnconscious", {
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diag_log ["im_onUn 1:",_this];
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// If no menu is open just quit
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if (GVAR(openedMenuType) < 0) exitWith {};
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EXPLODE_2_PVT(_this,_unit,_isUnconscious);
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if (_unit != ACE_player || !_isUnconscious) exitWith {};
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GVAR(actionSelected) = false;
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[] call FUNC(keyUp);
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diag_log ["im_onUn 2:",_this];
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}] call EFUNC(common,addEventhandler);
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@ -240,3 +240,7 @@ if (USE_WOUND_EVENT_SYNC) then {
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{((_this select 0) getvariable ["ACE_isDead", false])},
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{(((_this select 0) getvariable [QGVAR(airwayStatus), 100]) < 80)}
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] call FUNC(addUnconsciousCondition);
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// Prevent all types of interaction while unconscious
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// @todo: probably remove this when CBA keybind hold key works properly
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["isNotUnconscious", {!((_this select 0) getVariable ["ACE_isUnconscious", false])}] call EFUNC(common,addCanInteractWithCondition);
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