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https://github.com/acemod/ACE3.git
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1fe7c5c29c
* Improve flashlight support * Speed up items check loop * Speed up more * Remove useless var
123 lines
5.1 KiB
Plaintext
123 lines
5.1 KiB
Plaintext
#include "script_component.hpp"
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// Exit on Headless as well
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if (!hasInterface) exitWith {};
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LOG(MSG_INIT);
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// Calculate the maximum zoom allowed for this map
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call FUNC(determineZoom);
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["ace_settingsInitialized", {
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if (isMultiplayer && {GVAR(DefaultChannel) != -1}) then {
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//Set the chat channel once the map has finished loading
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[{
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if ((isNull findDisplay 37) && {isNull findDisplay 52} && {isNull findDisplay 53} && {isNull findDisplay 12}) exitWith {};
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[_this select 1] call CBA_fnc_removePerFrameHandler;
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setCurrentChannel GVAR(DefaultChannel);
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if (currentChannel == GVAR(DefaultChannel)) then {
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// INFO_1("Channel Set - %1", currentChannel);
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} else {
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ERROR_2("Failed To Set Channel %1 (is %2)", GVAR(DefaultChannel), currentChannel);
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};
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}, 0, []] call CBA_fnc_addPerFrameHandler;
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};
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// Start Blue Force Tracking if Enabled
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if (GVAR(BFT_Enabled)) then {
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GVAR(BFT_markers) = [];
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[FUNC(blueForceTrackingUpdate), GVAR(BFT_Interval), []] call CBA_fnc_addPerFrameHandler;
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};
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//illumination settings
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if (GVAR(mapIllumination)) then {
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["loadout", {
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params ["_player", ""];
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private _unitLight = _player getVariable [QGVAR(flashlight), ["", objNull]];
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_unitLight params ["_flashlight", "_glow"];
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if ((_flashlight != "") && {!(_flashlight in ([_player] call FUNC(getUnitFlashlights)))}) then {
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// remove the current glow if the unit suddenly lost it's flashlight
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if (!isNull _glow) then {
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_glow = [_player, "", false] call FUNC(flashlightGlow);
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};
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_player setVariable [QGVAR(flashlight), ["", _glow], true];
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};
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}] call CBA_fnc_addPlayerEventHandler;
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if (GVAR(mapGlow)) then {
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["visibleMap", {
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params ["_player", "_mapOn"];
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private _unitLight = _player getVariable [QGVAR(flashlight), ["", objNull]];
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_unitLight params ["_flashlight", "_glow"];
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if (_mapOn) then {
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if (!(_flashlight isEqualTo "") && {isNull _glow}) then {
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[_player, _flashlight] call FUNC(flashlightGlow);
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if ([_player, _flashlight] call FUNC(needPlaySound)) then {playSound QGVAR(flashlightClick)};
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};
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} else {
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if (!isNull _glow) then {
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[_player, ""] call FUNC(flashlightGlow);
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if ([_player, _flashlight] call FUNC(needPlaySound)) then {playSound QGVAR(flashlightClick)};
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};
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};
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}] call CBA_fnc_addPlayerEventHandler;
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};
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};
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}] call CBA_fnc_addEventHandler;
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// hide clock on map if player has no watch
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GVAR(hasWatch) = true;
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["loadout", {
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params ["_unit"];
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if (isNull _unit) exitWith {
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GVAR(hasWatch) = true;
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};
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GVAR(hasWatch) = false;
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{
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if (_x isKindOf ["ItemWatch", configFile >> "CfgWeapons"]) exitWith {GVAR(hasWatch) = true;};
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false
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} count (assignedItems _unit);
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}, true] call CBA_fnc_addPlayerEventHandler;
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// Vehicle map lighting:
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GVAR(vehicleLightCondition) = {true};
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GVAR(vehicleExteriorTurrets) = [];
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GVAR(vehicleLightColor) = [1,1,1,0];
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["vehicle", {
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params ["_unit", "_vehicle"];
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if ((isNull _vehicle) || {_unit == _vehicle}) exitWith {};
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private _cfg = configfile >> "CfgVehicles" >> (typeOf _vehicle);
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GVAR(vehicleExteriorTurrets) = getArray (_cfg >> QGVAR(vehicleExteriorTurrets));
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GVAR(vehicleLightColor) = [_cfg >> QGVAR(vehicleLightColor), "array", [1,1,1,0]] call CBA_fnc_getConfigEntry;
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// Handle vehicles with toggleable interior lights:
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private _vehicleLightCondition = getText (_cfg >> QGVAR(vehicleLightCondition));
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if (_vehicleLightCondition == "") then {
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private _userAction = toLower getText (_cfg >> "UserActions" >> "ToggleLight" >> "statement");
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switch (true) do {
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case ((_userAction find "cabinlights_hide") > 0): {_vehicleLightCondition = "(_vehicle animationSourcePhase 'cabinlights_hide') == 1";};
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case ((_userAction find "cargolights_hide") > 0): {_vehicleLightCondition = "(_vehicle animationSourcePhase 'cargolights_hide') == 1";};
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};
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};
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GVAR(vehicleLightCondition) = if (_vehicleLightCondition != "") then {
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if (_vehicle isKindOf "Helicopter" || {_vehicle isKindOf "Plane"}) then {
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compile format ["(driver _vehicle == _unit) || {gunner _vehicle == _unit} || {%1}", _vehicleLightCondition];
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} else {
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compile _vehicleLightCondition
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};
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} else {
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switch (true) do {
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case (_vehicle isKindOf "Tank");
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case (_vehicle isKindOf "Wheeled_APC"): { {true} };
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case (_vehicle isKindOf "Helicopter");
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case (_vehicle isKindOf "Plane"): { {(driver _vehicle == _unit) || {gunner _vehicle == _unit}} };
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default { {false} };
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};
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};
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}, true] call CBA_fnc_addPlayerEventHandler;
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