// ACE - Common #include "script_component.hpp" // Load settings from profile if (hasInterface) then { call FUNC(loadSettingsFromProfile); }; // Listens for global "SettingChanged" events, to update the force status locally ["SettingChanged", { PARAMS_2(_name,_value); if !(count _this > 2) exitWith {}; _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); // 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); // 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]; }; 0 spawn COMPILE_FILE(scripts\Version\checkVersionNumber); "ACEg" addPublicVariableEventHandler { _this call FUNC(_handleNetEvent); }; "ACEc" addPublicVariableEventHandler { _this call FUNC(_handleNetEvent); }; // everything that only player controlled machines need, goes below this if (!hasInterface) exitWith {}; call COMPILE_FILE(scripts\assignedItemFix); call COMPILE_FILE(scripts\initScrollWheel); 0 spawn { while {true} do { waitUntil {!isNull (findDisplay 46)}; sleep 0.1; findDisplay 46 displayAddEventHandler ["MouseZChanged", QUOTE( _this call GVAR(onScrollWheel) )]; [false] call FUNC(disableUserInput); waitUntil {isNull (findDisplay 46)}; }; }; 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 [{ // "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; [QGVAR(StateArrested),false,true,QUOTE(ADDON)] call FUNC(defineVariable); ["displayTextStructured", FUNC(displayTextStructured)] call FUNC(addEventhandler); ["displayTextPicture", FUNC(displayTextPicture)] 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);