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Add zeus support to spectator UI
Can only use zeus while alive, so it won't work using the respawn template. However it's useful for communities usign custom frameworks
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@ -225,6 +225,10 @@ switch (toLower _mode) do {
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case "onkeydown": {
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_args params ["_display","_dik","_shift","_ctrl","_alt"];
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if ((alive player) && {_dik in (actionKeys "curatorInterface")} && {!isNull (getAssignedCuratorLogic player)}) exitWith {
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["zeus", [_display]] call FUNC(handleInterface);
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};
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// Handle held keys (prevent repeat calling)
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if (_dik in GVAR(heldKeys)) exitwith {};
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// Exclude movement keys so that speed can be adjusted on fly
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@ -457,7 +461,7 @@ switch (toLower _mode) do {
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};
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} forEach GVAR(unitList);
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};
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// Break from interface for escape menu
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// Break from interface for eexternal events
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case "escape": {
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_args params ["_display"];
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private "_dlg";
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@ -511,6 +515,38 @@ switch (toLower _mode) do {
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[_this select 1] call CBA_fnc_removePerFrameHandler;
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},0] call CBA_fnc_addPerFrameHandler;
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};
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case "zeus": {
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_args params ["_display"];
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// Kill display
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_display closeDisplay 0;
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// Reset cam/UI vars
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GVAR(camBoom) = 0;
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GVAR(camDolly) = [0,0];
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GVAR(ctrlKey) = false;
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GVAR(heldKeys) = [];
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GVAR(mouse) = [false,false];
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GVAR(mousePos) = [0.5,0.5];
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openCuratorInterface;
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[{
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// PFH to re-open display when menu closes
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[{
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if !((isNull curatorCamera) && {isNull (GETMVAR(bis_fnc_moduleRemoteControl_unit,objNull))}) exitWith {};
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// If still a spectator then re-enter the interface
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if (GVAR(isSet)) then {
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createDialog QGVAR(interface);
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[] call FUNC(transitionCamera);
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};
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[_this select 1] call CBA_fnc_removePerFrameHandler;
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},0] call CBA_fnc_addPerFrameHandler;
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},[],5] call EFUNC(common,waitAndExecute);
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true
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};
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