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ec09c2beda
* Remove parachute landing animation The vanilla animation has since been reworked and is an improvement. * Optimise altimeter code * Fix reserve chute handling and cutting action * Fix cut parachute action * Fix cut parachute action further - Prevent potential for action to be present when reserve is not available - Move cut parachute action to the parachute self actions rather than the player's * Revert number to string conversion
41 lines
1.1 KiB
Plaintext
41 lines
1.1 KiB
Plaintext
/*
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* Author: Garth 'L-H' de Wet
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* Initialises the parachute 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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if (!hasInterface) exitWith {};
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["ACE3 Equipment", QGVAR(showAltimeter), localize LSTRING(showAltimeter), {
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// Conditions: canInteract
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if (
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!([ACE_player, objNull, ["isNotEscorting", "isNotInside"]] call EFUNC(common,canInteractWith)) ||
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{!('ACE_Altimeter' in assignedItems ACE_player)}
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) exitWith { false };
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if !(GETMVAR(GVAR(AltimeterActive),false)) then {
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[ACE_player] call FUNC(showAltimeter);
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} else {
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call FUNC(hideAltimeter);
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};
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true
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}, {false}, [24, [false, false, false]], false] call CBA_fnc_addKeybind;
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// Handle reserve chute based on current backpack (fires when parachute opens too)
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["loadout", FUNC(handleReserve), true] call CBA_fnc_addPlayerEventHandler;
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// Don't show vanilla speed and height when in expert mode
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["ace_infoDisplayChanged", {_this call FUNC(handleInfoDisplayChanged)}] call CBA_fnc_addEventHandler;
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