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