a0aea441b4
Fix reload mutex with binocs or mounted
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Fix #4088
2016-07-12 16:22:27 +02:00
8a4514f8e7
use a function to do gestures
2016-07-12 16:16:01 +02:00
c55c0d5666
only use one waitUntilAndExecute at any time for reload mutex
2016-07-08 15:12:47 +02:00
6569de5332
add event handler for reload mutex
2016-07-07 16:35:07 +02:00
2a84865302
add event handler for reload mutex
2016-07-07 15:47:37 +02:00
e39017e27a
add reload mut ex as canInteractWith condition
2016-07-07 09:10:14 +02:00
08886f413c
change remaining ace events to CBA 'addPlayerEventHandler'
2016-06-22 11:16:55 +02:00
bd41260fa8
add a missing 'private'
2016-06-22 10:46:04 +02:00
fad44e38a6
Convert state checking to CBA playerEH
2016-06-21 19:31:25 -05:00
5a20f1286b
Change internal event framework names to contain prefix and be as short as possible
2016-06-04 21:05:26 +02:00
90ebf9638b
Update common event names to meet new standard
2016-06-04 11:12:56 +01:00
1b6bbff139
Revert event names for synced events framework
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Keeping these names as short as possible for network traffic purposes.
2016-06-04 09:46:50 +01:00
9e4fd77745
Update common event names to meet new standard
2016-06-03 22:39:43 +01:00
5b8fa4d4f1
Update common status effect framework
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Instead of changing the event names to match the new standards and also changing every single call to `FUNC(statusEffect_set)`/`FUNC(statusEffect_get)` I figured it made sense to only change the event names and the internal workings of `FUNC(statusEffect_sendEffects)` to automatically add the appropriate prefix.
2016-06-03 20:53:43 +01:00
bd985d57ff
Run event renaming script for new additions
2016-06-03 20:53:43 +01:00
694503c01b
Fix medical events
2016-06-03 20:57:21 +02:00
240cf4f0b5
Fix merge
2016-06-02 20:02:16 -05:00
db78dd53a8
Cleanup Merge and remoteFnc events
2016-06-02 19:59:18 -05:00
d7f9c52c2f
Merge branch 'master' into cbaEventSystem
2016-06-02 19:29:30 -05:00
590d4fa70b
Merge branch 'master' into abolishExecRemoteFnc
2016-06-02 14:28:43 +02:00
2e54310ff4
Merge pull request #3844 from acemod/fixShowHud
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Fix showHud if set before display loaded
2016-06-02 10:39:46 +02:00
26fbc36cab
Merge branch 'master' into cbaEventSystem
2016-05-31 22:36:08 +02:00
6905e6f97f
Fix showHud if set before display loaded
2016-05-31 01:53:28 -05:00
207d6612da
Remove duplicate ACE_newEvents entries
2016-05-24 15:06:17 +01:00
c4b75160a4
Run event renaming script
2016-05-24 14:13:11 +01:00
108ff4f644
Replace ACE event system calls with CBA counterparts
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Regex used:
\[(.+?),(.+?),(.+?)\]\s+call\s+E?FUNC\((common,)?(target|object)Event\)
[$1,$3,$2] call CBA_fnc_targetEvent
E?FUNC\((common,)?(server|global|local)Event\)
CBA_fnc_$2Event
E?FUNC\((common,)?(add|remove)EventHandler\)
CBA_fnc_$2EventHandler
2016-05-22 16:47:39 +01:00
f0b8da33c4
Deprecate ACE events framework
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CBA 2.4.0 entirely replaces the ACE events framework.
Adds wrappers with deprecated warnings to all of the public event framework functions and removes all of the underlying GVARs and code.
2016-05-22 16:09:49 +01:00
bbd96f9e71
Call CBA delayed execution functions, remove ACE's PFH for handling them
2016-05-22 16:01:12 +02:00
d902d1182a
Replace ace_common_fnc_execRemoteFunc with events
2016-05-21 23:55:48 +02:00
25876d82ca
manual merge
2016-05-18 12:21:53 +02:00
230f0ab85e
manual merge
2016-05-18 12:20:33 +02:00
32055401d3
Add backwards compatability for InventoryChanged
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The output of `getUnitLoadout` is different as `getAllGear`. Using a different format in the event would mean that any eventhandler depending on the inventory output would now be broken.
2016-05-16 00:09:53 +02:00
07caf1b0bd
fix for null player
2016-05-14 20:33:33 +02:00
7628f9a4ab
Fix nils in array
2016-05-14 13:08:58 -05:00
e4c86a8af5
don't do 'playerInventoryChanged' just because ammo decreased after firing
2016-05-14 19:50:08 +02:00
c5275813a4
use 'getUnitLoadout' instead of 'FUNC(getAllGear)' and deprecate it
2016-05-14 10:49:09 +02:00
e125911c3b
Added blockEngine status effect
2016-05-03 20:52:43 +02:00
32cd23076f
Merge pull request #3690 from acemod/engineRepairMsg
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Clarify repair while engine is running
2016-04-15 15:56:52 -05:00
4f6b11c2a6
Clarify repair while engine is running
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#3348
- Show action, but exit and show warning when selected
- Optional (default off) setting to auto shut off engine to keep
compatibility with missions
2016-04-12 20:04:12 -05:00
5d70db3d9b
LoadPerson - Only try vehicles that have room
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Fix #2965
The FRIES is a "Helicopter" so we were trying to load into it, because
it was closest.
Also disable Cargo system on it so we don't load other things into it
And remove all interactions on it as well.
2016-04-12 12:12:49 -05:00
f8b46e859c
Wait until postInit to install playerChanged event
2016-04-03 23:36:38 -05:00
aad79eda85
The dead shouldn't interact (it's not TWD)
2016-03-12 10:06:45 -03:00
b47b887a21
Fix event name already being used
2016-03-06 16:20:16 +01:00
ae3a41e6d8
Move common event handlers closer to their counterparts
2016-03-06 02:38:05 +01:00
881eaf951a
Move setVectorDirAndUp and setHitPointDamage events to common, Make refuel set nozzle position execute only on target where local
2016-03-05 18:07:07 +01:00
eb08149946
Merge branch 'master' into doAnimEvents
2016-02-22 12:27:07 -06:00
f43e88ff25
replace zeusDisplayChanged with DisplayLoad event
2016-02-21 22:16:12 +01:00
e9808bf20b
remove unused PFH check
2016-02-21 20:42:06 +01:00
5e486869c0
replace mainDisplayLoaded event with DisplayLoad XEH and add ACE version to main menu (CBA help)
2016-02-21 20:26:30 +01:00
cb33666091
ObjectEvent Func, swap execRemoteFnc in doAnim
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#3370
2016-02-21 11:08:07 -06:00