/* * Author: Garth 'L-H' de Wet * Initialises the player object for the explosive system. * * Arguments: * None * * Return Value: * None * * Example: * None * * Public: No */ #include "script_component.hpp" //Event for setting explosive placement angle/pitch: [QGVAR(place), {_this call FUNC(setPosition)}] call EFUNC(common,addEventHandler); //When getting knocked out in medical, trigger deadman explosives: //Event is global, only run on server (ref: ace_medical_fnc_setUnconscious) if (isServer) then { ["medical_onUnconscious", { params ["_unit", "_isUnconscious"]; if (!_isUnconscious) exitWith {}; TRACE_1("Knocked Out, Doing Deadman", _unit); [_unit] call FUNC(onIncapacitated); }] call EFUNC(common,addEventHandler); }; if (!hasInterface) exitWith {}; GVAR(PlacedCount) = 0; GVAR(Setup) = objNull; GVAR(pfeh_running) = false; GVAR(CurrentSpeedDial) = 0; ["interactMenuOpened", { //Cancel placement if interact menu opened if (GVAR(pfeh_running)) then { GVAR(placeAction) = PLACE_CANCEL; }; //Show defuse actions on cfgAmmos (allMines): _this call FUNC(interactEH); }] call EFUNC(common,addEventHandler); [{(_this select 0) call FUNC(handleScrollWheel);}] call EFUNC(common,addScrollWheelEventHandler);