// ACE - Common #include "script_component.hpp" //IGNORE_PRIVATE_WARNING("_handleNetEvent", "_handleRequestAllSyncedEvents", "_handleRequestSyncedEvent", "_handleSyncedEvent"); // Load settings from profile if (hasInterface) then { call FUNC(loadSettingsFromProfile); call FUNC(loadSettingsLocalizedText); }; // Listens for global "SettingChanged" events, to update the force status locally ["SettingChanged", { PARAMS_2(_name,_value); if !(count _this > 2) exitWith {}; private ["_force", "_settingData"]; _force = _this select 2; if (_force) then { _settingData = [_name] call FUNC(getSettingData); if (count _settingData == 0) exitWith {}; _settingData set [6,_force]; }; }] call FUNC(addEventhandler); ["fixCollision", DFUNC(fixCollision)] call FUNC(addEventhandler); ["fixFloating", DFUNC(fixFloating)] call FUNC(addEventhandler); ["fixPosition", DFUNC(fixPosition)] call FUNC(addEventhandler); ["lockVehicle", { _this setVariable [QGVAR(lockStatus), locked _this]; _this lock 2; }] call FUNC(addEventhandler); ["unlockVehicle", { _this lock (_this getVariable [QGVAR(lockStatus), locked _this]); }] call FUNC(addEventhandler); ["setDir", {(_this select 0) setDir (_this select 1)}] call FUNC(addEventhandler); ["setFuel", {(_this select 0) setFuel (_this select 1)}] call FUNC(addEventhandler); ["setSpeaker", {(_this select 0) setSpeaker (_this select 1)}] call FUNC(addEventhandler); // hack to get PFH to work in briefing [QGVAR(onBriefingPFH), "onEachFrame", { if (time > 0) exitWith { [QGVAR(onBriefingPFH), "onEachFrame"] call BIS_fnc_removeStackedEventHandler; }; call cba_common_fnc_onFrame; }] call BIS_fnc_addStackedEventHandler; ///// QGVAR(remoteFnc) addPublicVariableEventHandler { (_this select 1) call FUNC(execRemoteFnc); }; [missionNamespace] call FUNC(executePersistent); private ["_currentVersion", "_previousVersion"]; // check previous version number from profile _currentVersion = getText (configFile >> "CfgPatches" >> QUOTE(ADDON) >> "version"); _previousVersion = profileNamespace getVariable ["ACE_VersionNumberString", ""]; if (_currentVersion != _previousVersion) then { // do something profileNamespace setVariable ["ACE_VersionNumberString", _currentVersion]; }; // ACE events "ACEg" addPublicVariableEventHandler { _this call FUNC(_handleNetEvent); }; "ACEc" addPublicVariableEventHandler { _this call FUNC(_handleNetEvent); }; // Synced ACE events // Handle JIP scenario if(!isServer) then { ["PlayerJip", { diag_log text format["[ACE] * JIP event synchronization initialized"]; ["SEH_all", [player]] call FUNC(serverEvent); }] call FUNC(addEventHandler); } else { ["SEH_all", FUNC(_handleRequestAllSyncedEvents)] call FUNC(addEventHandler); }; ["SEH", FUNC(_handleSyncedEvent)] call FUNC(addEventHandler); ["SEH_s", FUNC(_handleRequestSyncedEvent)] call FUNC(addEventHandler); [FUNC(syncedEventPFH), 0.5, []] call cba_fnc_addPerFrameHandler; call FUNC(checkFiles); /***************************************************************/ /***************************************************************/ /***************************************************************/ /***************************************************************/ /***************************************************************/ // everything that only player controlled machines need, goes below this if (!hasInterface) exitWith {}; call COMPILE_FILE(scripts\assignedItemFix); call COMPILE_FILE(scripts\initScrollWheel); DFUNC(mouseZHandler) = { waitUntil {!isNull (findDisplay 46)}; sleep 0.1; findDisplay 46 displayAddEventHandler ["MouseZChanged", QUOTE( _this call GVAR(onScrollWheel) )]; [false] call FUNC(disableUserInput); }; addMissionEventHandler ["Loaded", {[] spawn FUNC(mouseZHandler)}]; [] spawn FUNC(mouseZHandler); enableCamShake true; // Set the name for the current player ["playerChanged", { EXPLODE_2_PVT(_this,_newPlayer,_oldPlayer); if (alive _newPlayer) then { [_newPlayer] call FUNC(setName) }; if (alive _oldPlayer) then { [_oldPlayer] call FUNC(setName) }; }] call FUNC(addEventhandler); GVAR(OldPlayerInventory) = [ACE_player] call FUNC(getAllGear); GVAR(OldPlayerVisionMode) = currentVisionMode ACE_player; GVAR(OldZeusDisplayIsOpen) = !(isNull findDisplay 312); GVAR(OldCameraView) = cameraView; GVAR(OldPlayerVehicle) = vehicle ACE_player; GVAR(OldPlayerTurret) = [ACE_player] call FUNC(getTurretIndex); GVAR(OldPlayerWeapon) = currentWeapon ACE_player; // PFH to raise varios events [{ private ["_newCameraView", "_newInventoryDisplayIsOpen", "_newPlayerInventory", "_newPlayerTurret", "_newPlayerVehicle", "_newPlayerVisionMode", "_newPlayerWeapon", "_newZeusDisplayIsOpen"]; // "playerInventoryChanged" event _newPlayerInventory = [ACE_player] call FUNC(getAllGear); if !(_newPlayerInventory isEqualTo GVAR(OldPlayerInventory)) then { // Raise ACE event locally GVAR(OldPlayerInventory) = _newPlayerInventory; ["playerInventoryChanged", [ACE_player, _newPlayerInventory]] call FUNC(localEvent); }; // "playerVisionModeChanged" event _newPlayerVisionMode = currentVisionMode ACE_player; if !(_newPlayerVisionMode isEqualTo GVAR(OldPlayerVisionMode)) then { // Raise ACE event locally GVAR(OldPlayerVisionMode) = _newPlayerVisionMode; ["playerVisionModeChanged", [ACE_player, _newPlayerVisionMode]] call FUNC(localEvent); }; // "inventoryDisplayChanged" event _newInventoryDisplayIsOpen = !(isNull findDisplay 602); if !(_newInventoryDisplayIsOpen isEqualTo GVAR(OldInventoryDisplayIsOpen)) then { // Raise ACE event locally GVAR(OldInventoryDisplayIsOpen) = _newInventoryDisplayIsOpen; ["inventoryDisplayChanged", [ACE_player, _newInventoryDisplayIsOpen]] call FUNC(localEvent); }; // "zeusDisplayChanged" event _newZeusDisplayIsOpen = !(isNull findDisplay 312); if !(_newZeusDisplayIsOpen isEqualTo GVAR(OldZeusDisplayIsOpen)) then { // Raise ACE event locally GVAR(OldZeusDisplayIsOpen) = _newZeusDisplayIsOpen; ["zeusDisplayChanged", [ACE_player, _newZeusDisplayIsOpen]] call FUNC(localEvent); }; // "cameraViewChanged" event _newCameraView = cameraView; if !(_newCameraView isEqualTo GVAR(OldCameraView)) then { // Raise ACE event locally GVAR(OldCameraView) = _newCameraView; ["cameraViewChanged", [ACE_player, _newCameraView]] call FUNC(localEvent); }; // "playerVehicleChanged" event _newPlayerVehicle = vehicle ACE_player; if !(_newPlayerVehicle isEqualTo GVAR(OldPlayerVehicle)) then { // Raise ACE event locally GVAR(OldPlayerVehicle) = _newPlayerVehicle; ["playerVehicleChanged", [ACE_player, _newPlayerVehicle]] call FUNC(localEvent); }; // "playerTurretChanged" event _newPlayerTurret = [ACE_player] call FUNC(getTurretIndex); if !(_newPlayerTurret isEqualTo GVAR(OldPlayerTurret)) then { // Raise ACE event locally GVAR(OldPlayerTurret) = _newPlayerTurret; ["playerTurretChanged", [ACE_player, _newPlayerTurret]] call FUNC(localEvent); }; // "playerWeaponChanged" event _newPlayerWeapon = currentWeapon ACE_player; if (_newPlayerWeapon != GVAR(OldPlayerWeapon)) then { // Raise ACE event locally GVAR(OldPlayerWeapon) = _newPlayerWeapon; ["playerWeaponChanged", [ACE_player, _newPlayerWeapon]] call FUNC(localEvent); }; }, 0, []] call cba_fnc_addPerFrameHandler; // PFH to raise camera created event. Only works on these cams by BI. #define ALL_CAMERAS [ \ missionNamespace getVariable ["BIS_DEBUG_CAM", objNull], \ missionNamespace getVariable ["BIS_fnc_camera_cam", objNull], \ uiNamespace getVariable ["BIS_fnc_arsenal_cam", objNull], \ uiNamespace getVariable ["BIS_fnc_animViewer_cam", objNull], \ missionNamespace getVariable ["BIS_fnc_establishingShot_fakeUAV", objNull] \ ] GVAR(OldIsCamera) = false; [{ // "activeCameraChanged" event private ["_isCamera"]; _isCamera = {!isNull _x} count ALL_CAMERAS > 0; if !(_isCamera isEqualTo GVAR(OldIsCamera)) then { // Raise ACE event locally GVAR(OldIsCamera) = _isCamera; ["activeCameraChanged", [ACE_player, _isCamera]] call FUNC(localEvent); }; }, 1, []] call cba_fnc_addPerFrameHandler; // feel free to decrease the sleep time if you need it. [QGVAR(StateArrested),false,true,QUOTE(ADDON)] call FUNC(defineVariable); ["displayTextStructured", FUNC(displayTextStructured)] call FUNC(addEventhandler); ["displayTextPicture", FUNC(displayTextPicture)] call FUNC(addEventhandler); ["medical_onUnconscious", {if (local (_this select 0) && {!(_this select 1)}) then {[ _this select 0, false, QUOTE(FUNC(loadPerson)), west /* dummy side */] call FUNC(switchToGroupSide);};}] call FUNC(addEventhandler); ["notOnMap", {!visibleMap}] call FUNC(addCanInteractWithCondition); ["isNotInside", { // Players can always interact with himself if not boarded vehicle (_this select 0) == (_this select 0) || // Players can always interact with his vehicle {vehicle (_this select 0) == (_this select 1)} || // Players can always interact with passengers of the same vehicle {!((_this select 0) isEqualTo (_this select 1)) && {vehicle (_this select 0) == vehicle (_this select 1)}} }] call FUNC(addCanInteractWithCondition); // Lastly, do JIP events // JIP Detection and event trigger. Run this at the very end, just in case anything uses it if(isMultiplayer && { time > 0 || isNull player } ) then { // We are jipping! Get ready and wait, and throw the event [{ if(!(isNull player)) then { ["PlayerJip", [player] ] call FUNC(localEvent); [(_this select 1)] call cba_fnc_removePerFrameHandler; }; }, 0, []] call cba_fnc_addPerFrameHandler; };