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https://github.com/acemod/ACE3.git
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Cleanup Merge and remoteFnc events
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@ -113,6 +113,6 @@ class RscInGameUI {
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};
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class RscStanceInfo {
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onLoad = QUOTE([ARR_4(""onLoad"",_this,""RscStanceInfo"",'IGUI')] call (uinamespace getvariable 'BIS_fnc_initDisplay'); [ARR_2('infoDisplayChanged', [ARR_2(_this select 0, 'Stance')])] call FUNC(localEvent););
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onLoad = QUOTE([ARR_4(""onLoad"",_this,""RscStanceInfo"",'IGUI')] call (uinamespace getvariable 'BIS_fnc_initDisplay'); [ARR_2('ace_infoDisplayChanged', [ARR_2(_this select 0, 'Stance')])] call CBA_fnc_localEvent;);
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};
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};
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@ -189,10 +189,10 @@ call FUNC(checkFiles);
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//////////////////////////////////////////////////
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// Set up SettingsInitialized eventhandler
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// Set up ace_settingsInitialized eventhandler
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//////////////////////////////////////////////////
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["SettingsInitialized", {
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["ace_settingsInitialized", {
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[
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GVAR(checkPBOsAction),
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GVAR(checkPBOsCheckAll),
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@ -20,7 +20,7 @@ if (!isNil "_info") then {
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_info params ["_caller", "_target", "_requestID", "_requestMessage", "_callBack"];
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private _replyParams = [_info, _accepted];
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[QGVAR(requestCallback), _caller, _replyParams] call FUNC(objectEvent);
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[QGVAR(requestCallback), _replyParams, _caller] call CBA_fnc_targetEvent;
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_unit setVariable [_id, nil];
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};
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@ -20,7 +20,7 @@ params ["_caller", "_target", "_requestID", "_requestMessage", "_callBack"];
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if (isPlayer _target) then {
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// Pass request on to target locality for player accept/decline.
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[QGVAR(receiveRequest), _target, [_caller, _target, _requestID, _requestMessage, _callBack]] call FUNC(objectEvent);
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[QGVAR(receiveRequest), [_caller, _target, _requestID, _requestMessage, _callBack], _target] call CBA_fnc_targetEvent;
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} else {
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// accept it, since it's an AI.
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[_caller, _target, true] call compile _callBack;
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@ -17,7 +17,7 @@
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//Event for setting explosive placement angle/pitch:
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[QGVAR(place), {_this call FUNC(setPosition)}] call CBA_fnc_addEventHandler;
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[QGVAR(startDefuse), FUNC(startDefuse)] call EFUNC(common,addEventHandler);
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[QGVAR(startDefuse), FUNC(startDefuse)] call CBA_fnc_addEventHandler;
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//When getting knocked out in medical, trigger deadman explosives:
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//Event is global, only run on server (ref: ace_medical_fnc_setUnconscious)
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@ -44,7 +44,7 @@ if (STANCE _unit == "Prone") then {
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if (ACE_player != _unit) then {
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// If the unit is a player, call the function on the player.
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if (isPlayer _unit) then {
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[QGVAR(startDefuse), _unit, [_unit, _target]] call EFUNC(common,objectEvent);
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[QGVAR(startDefuse), [_unit, _target], _unit] call CBA_fnc_targetEvent;
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} else {
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_unit playActionNow _actionToPlay;
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_unit disableAI "MOVE";
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@ -264,7 +264,7 @@ GVAR(lastHeartBeatSound) = CBA_missionTime;
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}, 0, []] call CBA_fnc_addPerFrameHandler;
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};
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["SettingsInitialized", {
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["ace_settingsInitialized", {
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// Networked litter (need to wait for GVAR(litterCleanUpDelay) to be set)
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[QGVAR(createLitter), FUNC(handleCreateLitter), GVAR(litterCleanUpDelay)] call EFUNC(common,addSyncedEventHandler);
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@ -20,7 +20,7 @@ params ["_unit", "_item"];
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TRACE_2("params",_unit,_item);
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if ([_unit, _item] call EFUNC(common,hasItem)) exitWith {
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[QGVAR(useItem), _unit, [_unit, _item]] call EFUNC(common,objectEvent);
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[QGVAR(useItem), [_unit, _item], _unit] call CBA_fnc_targetEvent;
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[true, _unit];
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};
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@ -25,5 +25,5 @@ if (ACE_player == _unit && {GVAR(SavePreDeathGear)}) then {
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};
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if (missionNamespace getVariable [QGVAR(showFriendlyFireMessage), false]) then {
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[QGVAR(showFriendlyFireMessageEvent), _this] call EFUNC(common,objectEvent);
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[QGVAR(showFriendlyFireMessageEvent), _this] call CBA_fnc_globalEvent;
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};
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@ -4,7 +4,7 @@
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// Add interaction menu exception
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["isNotSpectating", {!(GETVAR((_this select 0),GVAR(isStaged),false))}] call EFUNC(common,addCanInteractWithCondition);
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["SettingsInitialized", {
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["ace_settingsInitialized", {
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GVAR(availableModes) = [[0,1,2], [1,2], [0], [1], [2]] select GVAR(restrictModes);
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GVAR(availableVisions) = [[-2,-1,0,1], [-2,-1], [-2,0,1], [-2]] select GVAR(restrictVisions);
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}] call CBA_fnc_addEventHandler;
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@ -23,7 +23,7 @@ private ["_vision","_pos"];
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// When all are dead with respawn type "None" the mission should end
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if ((_respawn == 0) && {{alive _x} count allPlayers <= 0}) exitWith {
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["BIS_fnc_endMission", ["endDeath", false]] call EFUNC(common,globalEvent);
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["BIS_fnc_endMission", ["endDeath", false]] call EFUNC(common,globalEvent); //???
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};
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// Some environment information can be used for the initial camera attributes
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@ -27,7 +27,7 @@ params [["_unit",player,[objNull]], ["_set",true,[true]]];
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if !(_set || (GETVAR(_unit,GVAR(isStaged),false))) exitWith {};
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if !(local _unit) exitWith {
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[QGVAR(stageSpectator), _unit, [_unit, _set]] call EFUNC(common,objectEvent);
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[QGVAR(stageSpectator), [_unit, _set], _unit] call CBA_fnc_targetEvent;
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};
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// Prevent unit falling into water
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@ -33,5 +33,5 @@ if (isServer) then {
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params ["_unit", "_player"];
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_unit setVariable [QGVAR(OriginalOwner), owner _unit, true];
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_unit setOwner (owner _player);
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}] call EFUNC(common,addEventHandler);
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}] call CBA_fnc_addEventHandler;
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};
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@ -40,7 +40,7 @@ if (_leave) exitWith {
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// should switch locality
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// This doesn't work anymore, because one's now able to switch to units from a different side
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//[_unit] joinSilent group player;
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[QGVAR(switchLocality), [_unit, player]] call EFUNC(common,serverEvent);
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[QGVAR(switchLocality), [_unit, player]] call CBA_fnc_serverEvent;
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[{
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params ["_args", "_pfhId"];
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@ -72,7 +72,7 @@ if (_leave) exitWith {
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// set owner back to original owner
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private _oldOwner = _oldUnit getVariable[QGVAR(OriginalOwner), -1];
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if (_oldOwner > -1) then {
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["setOwner", [_oldUnit, _oldOwner]] call EFUNC(common,serverEvent);
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["ace_setOwner", [_oldUnit, _oldOwner]] call CBA_fnc_serverEvent;
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};
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[localize LSTRING(SwitchedUnit)] call EFUNC(common,displayTextStructured);
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@ -20,10 +20,10 @@ if (!hasInterface) exitWith {};
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// Execute local event for when it's safe to modify UI through this API
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// infoDisplayChanged can execute multiple times, make sure it only happens once
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if (!GVAR(interfaceInitialized)) then {
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["InterfaceInitialized", []] call CBA_fnc_localEvent
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[QGVAR(InterfaceInitialized), []] call CBA_fnc_localEvent
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GVAR(interfaceInitialized) = true;
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};
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}] call EFUNC(common,addEventHandler);
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}] call CBA_fnc_addEventHandler;
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// On changing settings
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["ace_settingChanged", {
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@ -59,7 +59,7 @@ simulWeatherSync;
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["ace_settingsInitialized",{
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TRACE_1("SettingsInitialized",GVAR(syncRain));
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TRACE_1("ace_settingsInitialized eh",GVAR(syncRain));
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//Create a 0 sec delay PFEH to update rain every frame:
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if (GVAR(syncRain)) then {
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@ -10,7 +10,7 @@ GVAR(rain_current_range) = -1+(random 2);
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call FUNC(initWind);
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["ace_settingsInitialized", {
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TRACE_2("SettingsInitialized",GVAR(enableServerController),GVAR(serverUpdateInterval));
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TRACE_2("ace_settingsInitialized eh",GVAR(enableServerController),GVAR(serverUpdateInterval));
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if (GVAR(enableServerController)) then {
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[FUNC(serverController), GVAR(serverUpdateInterval)] call CBA_fnc_addPerFrameHandler;
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