//XEH_clientInit.sqf #include "script_component.hpp" if (!hasInterface) exitWith {}; GVAR(ParsedTextCached) = []; //Setup text/shadow/size/color settings matrix [] call FUNC(setupTextColors); ["SettingChanged", { PARAMS_1(_name); if (_name in [QGVAR(colorTextMax), QGVAR(colorTextMin), QGVAR(colorShadowMax), QGVAR(colorShadowMin), QGVAR(textSize), QGVAR(shadowSetting)]) then { [] call FUNC(setupTextColors); }; }] call EFUNC(common,addEventhandler); // Install the render EH on the main display addMissionEventHandler ["Draw3D", DFUNC(render)]; // This spawn is probably worth keeping, as pfh don't work natively on the briefing screen and IDK how reliable the hack we implemented for them is. // The thread dies as soon as the mission start, so it's not really compiting for scheduler space. [] spawn { // Wait until the map display is detected waitUntil {(!isNull findDisplay 12)}; // Install the render EH on the map screen ((findDisplay 12) displayCtrl 51) ctrlAddEventHandler ["Draw", DFUNC(render)]; }; ["ACE3 Common", QGVAR(InteractKey), (localize "STR_ACE_Interact_Menu_InteractKey"), { // Conditions: canInteract if !([ACE_player, objNull, ["isNotInside","isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Statement [0] call FUNC(keyDown) },{[0,false] call FUNC(keyUp)}, [219, [false, false, false]], false] call cba_fnc_addKeybind; //Left Windows Key ["ACE3 Common", QGVAR(SelfInteractKey), (localize "STR_ACE_Interact_Menu_SelfInteractKey"), { // Conditions: canInteract if !([ACE_player, objNull, ["isNotInside","isNotDragging", "isNotCarrying", "isNotSwimming", "notOnMap", "isNotEscorting", "isNotSurrendering"]] call EFUNC(common,canInteractWith)) exitWith {false}; // Statement [1] call FUNC(keyDown) },{[1,false] call FUNC(keyUp)}, [219, [false, true, false]], false] call cba_fnc_addKeybind; //Left Windows Key + Ctrl/Strg // Listens for the falling unconscious event, just in case the menu needs to be closed ["medical_onUnconscious", { // If no menu is open just quit if (GVAR(openedMenuType) < 0) exitWith {}; EXPLODE_2_PVT(_this,_unit,_isUnconscious); if (_unit != ACE_player || !_isUnconscious) exitWith {}; GVAR(actionSelected) = false; [GVAR(openedMenuType), false] call FUNC(keyUp); }] call EFUNC(common,addEventhandler); // disable firing while the interact menu is is is opened ["playerChanged", {_this call FUNC(handlePlayerChanged)}] call EFUNC(common,addEventHandler);