// ACE Self Interaction Conditions // Self Interaction Menu not available if player is unconscious #define ACE_INTERACT_ALIVE (alive player) #define ACE_INTERACT_UNCON (player call ace_wounds_fnc_isUncon) // Player is Player Vehicle #define ACE_INTERACT_PLAYER (player == vehicle player || (player != vehicle player && player in assignedCargo vehicle player)) // Player is climbing up a ladder #define ACE_INTERACT_LADDER (animationState player in ["ladderriflestatic","laddercivilstatic"]) // Possible = Self interaction opens only if player is alive and conscious (can be in a vehicle) #define ACE_SELFINTERACTION_POSSIBLE (!ACE_INTERACT_LADDER && {ACE_INTERACT_ALIVE} && {!ACE_INTERACT_UNCON}) // Restricted = Self interaction opens only if player is alive and conscious (can NOT be in a vehicle, i.e Groundmarker, explosives ...) #define ACE_SELFINTERACTION_RESTRICTED (ACE_SELFINTERACTION_POSSIBLE && {ACE_INTERACT_PLAYER}) // Close interaction menu if unconscious #define ACE_INTERACT_FNC_EXIT if (ACE_INTERACT_UNCON) exitWith {} #define ACE_ASSEMBLE (getNumber(configFile >> "CfgActions" >> "Assemble" >> "show") == 0) #define ACE_DISASSEMBLE (getNumber(configFile >> "CfgActions" >> "DisAssemble" >> "show") == 0) #define ACE_PIPEDEFAULT (getNumber(configFile >> "CfgMagazines" >> "PipeBomb" >> "useAction") == 0) #define ACE_IDENTITYDEFAULT (isClass(configFile >> "CfgPatches" >> "ace_combatdeaf")) #define ACE_RUCKDEFAULT (isClass(configFile >> "CfgPatches" >> "ace_stamina")) #define ACE_KNOWN2PLAYER (if (name _target in (player getVariable ["ace_recognize_knownnames",[]])) then { name _target } else { " " })