#include "script_component.hpp" // Exit on Headless as well if (!hasInterface) exitWith {}; LOG(MSG_INIT); // Calculate the maximum zoom allowed for this map call FUNC(determineZoom); ["ace_settingsInitialized", { if (isMultiplayer && {GVAR(DefaultChannel) != -1}) then { //Set the chat channel once the map has finished loading [{ if ((isNull findDisplay 37) && {isNull findDisplay 52} && {isNull findDisplay 53} && {isNull findDisplay 12}) exitWith {}; [_this select 1] call CBA_fnc_removePerFrameHandler; setCurrentChannel GVAR(DefaultChannel); if (currentChannel == GVAR(DefaultChannel)) then { // INFO_1("Channel Set - %1", currentChannel); } else { ERROR_2("Failed To Set Channel %1 (is %2)", GVAR(DefaultChannel), currentChannel); }; }, 0, []] call CBA_fnc_addPerFrameHandler; }; //illumination settings if (GVAR(mapIllumination)) then { ["loadout", { params ["_player", ""]; private _unitLight = _player getVariable [QGVAR(flashlight), ["", objNull]]; _unitLight params ["_flashlight", "_glow"]; if ((_flashlight != "") && {!(_flashlight in ([_player] call FUNC(getUnitFlashlights)))}) then { // remove the current glow if the unit suddenly lost it's flashlight if (!isNull _glow) then { _glow = [_player, "", false] call FUNC(flashlightGlow); }; _player setVariable [QGVAR(flashlight), ["", _glow], true]; }; }] call CBA_fnc_addPlayerEventHandler; if (GVAR(mapGlow)) then { ["visibleMap", { params ["_player", "_mapOn"]; private _unitLight = _player getVariable [QGVAR(flashlight), ["", objNull]]; _unitLight params ["_flashlight", "_glow"]; if (_mapOn) then { if (!(_flashlight isEqualTo "") && {isNull _glow}) then { [_player, _flashlight] call FUNC(flashlightGlow); if ([_player, _flashlight] call FUNC(needPlaySound)) then {playSound QGVAR(flashlightClick)}; }; } else { if (!isNull _glow) then { [_player, ""] call FUNC(flashlightGlow); if ([_player, _flashlight] call FUNC(needPlaySound)) then {playSound QGVAR(flashlightClick)}; }; }; }] call CBA_fnc_addPlayerEventHandler; }; }; }] call CBA_fnc_addEventHandler; // hide clock on map if player has no watch GVAR(hasWatch) = true; ["loadout", { params ["_unit"]; if (isNull _unit) exitWith { GVAR(hasWatch) = true; }; GVAR(hasWatch) = false; { if (_x isKindOf ["ItemWatch", configFile >> "CfgWeapons"]) exitWith {GVAR(hasWatch) = true;}; false } count (assignedItems _unit); }, true] call CBA_fnc_addPlayerEventHandler; // Vehicle map lighting: GVAR(vehicleLightCondition) = {true}; GVAR(vehicleExteriorTurrets) = []; GVAR(vehicleLightColor) = [1,1,1,0]; ["vehicle", { params ["_unit", "_vehicle"]; if ((isNull _vehicle) || {_unit == _vehicle}) exitWith {}; private _cfg = configfile >> "CfgVehicles" >> (typeOf _vehicle); GVAR(vehicleExteriorTurrets) = getArray (_cfg >> QGVAR(vehicleExteriorTurrets)); GVAR(vehicleLightColor) = [_cfg >> QGVAR(vehicleLightColor), "array", [1,1,1,0]] call CBA_fnc_getConfigEntry; // Handle vehicles with toggleable interior lights: private _vehicleLightCondition = getText (_cfg >> QGVAR(vehicleLightCondition)); if (_vehicleLightCondition == "") then { private _userAction = toLower getText (_cfg >> "UserActions" >> "ToggleLight" >> "statement"); switch (true) do { case ((_userAction find "cabinlights_hide") > 0): {_vehicleLightCondition = "(_vehicle animationSourcePhase 'cabinlights_hide') == 1";}; case ((_userAction find "cargolights_hide") > 0): {_vehicleLightCondition = "(_vehicle animationSourcePhase 'cargolights_hide') == 1";}; }; }; GVAR(vehicleLightCondition) = if (_vehicleLightCondition != "") then { if (_vehicle isKindOf "Helicopter" || {_vehicle isKindOf "Plane"}) then { compile format ["(driver _vehicle == _unit) || {gunner _vehicle == _unit} || {%1}", _vehicleLightCondition]; } else { compile _vehicleLightCondition }; } else { switch (true) do { case (_vehicle isKindOf "Tank"); case (_vehicle isKindOf "Wheeled_APC"): { {true} }; case (_vehicle isKindOf "ParachuteBase"): { {false} }; case (_vehicle isKindOf "Helicopter"); case (_vehicle isKindOf "Plane"): { {(driver _vehicle == _unit) || {gunner _vehicle == _unit}} }; default { {false} }; }; }; }, true] call CBA_fnc_addPlayerEventHandler;