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Added blockEngine status effect
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@ -76,3 +76,9 @@ class Extended_FiredBIS_EventHandlers {
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ADDON = QUOTE(_this call FUNC(firedEH));
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};
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};
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class Extended_Engine_EventHandlers {
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class All {
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ADDON = QUOTE(_this call FUNC(handleEngine));
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};
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};
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@ -87,6 +87,7 @@ PREP(getWindDirection);
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PREP(getZoom);
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PREP(goKneeling);
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PREP(hadamardProduct);
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PREP(handleEngine);
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PREP(handleModifierKey);
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PREP(handleModifierKeyUp);
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PREP(handleScrollWheel);
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@ -64,6 +64,7 @@
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["blockSprint", false, []] call FUNC(statusEffect_addType);
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["setCaptive", true, [QEGVAR(captives,Handcuffed), QEGVAR(captives,Surrendered), QEGVAR(medical,unconscious)]] call FUNC(statusEffect_addType);
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["blockDamage", false, ["fixCollision"]] call FUNC(statusEffect_addType);
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["blockEngine", false, ["ACE_Refuel"]] call FUNC(statusEffect_addType);
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["forceWalk", {
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params ["_object", "_set"];
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@ -90,6 +91,11 @@
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_object allowDamage (_set == 0);
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};
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}] call FUNC(addEventHandler);
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["blockEngine", {
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params ["_vehicle", "_set"];
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_vehicle setVariable [QGVAR(blockEngine), _set > 0, true];
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_vehicle engineOn false;
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}] call FUNC(addEventHandler);
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//Add a fix for BIS's zeus remoteControl module not reseting variables on DC when RC a unit
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//This variable is used for isPlayer checks
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19
addons/common/functions/fnc_handleEngine.sqf
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19
addons/common/functions/fnc_handleEngine.sqf
Normal file
@ -0,0 +1,19 @@
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/*
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* Author: BaerMitUmlaut
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* Blocks turning on the vehicles engine if set by the status effect handler.
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*
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* Arguments:
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* 0: Vehicle <OBJECT>
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* 1: Engine state <BOOL>
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*
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* Return Value:
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* None
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_vehicle", "_engineOn"];
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if (local _vehicle && {_engineOn} && {_vehicle getVariable [QGVAR(blockEngine), false]}) then {
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_vehicle engineOn false;
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};
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