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https://github.com/acemod/ACE3.git
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59af3e1f6d
* medical_treatment * advanced_throwing * common, csw * Update fnc_replaceRegisteredItems.sqf * Sanitised numerous components * Update XEH_postInit.sqf * Update XEH_postInit.sqf * FUNC -> LINKFUNC * Changed tagging hashmap * Reverted some changes * Reverted some changes * Update XEH_clientInit.sqf * Tweaks and fixes * Fix number replacements * Minor cleanup * Update fnc_getMagazineName.sqf * Update fnc_getMagazineName.sqf * Minor improvement * Made factions case-sensitive and added `toLowerANSI` to be safe * Update fnc_getDetectedObject.sqf * Update addons/common/functions/fnc_actionKeysNamesConverted.sqf Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Throw error if item doesn't exist --------- Co-authored-by: Salluci <69561145+Salluci@users.noreply.github.com> Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
45 lines
1.9 KiB
Plaintext
45 lines
1.9 KiB
Plaintext
#include "script_component.hpp"
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GVAR(configTypesAdded) = [];
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GVAR(magazineNameCache) = createHashMap;
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GVAR(usedMagazineNames) = createHashMap;
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[QGVAR(initSupplyVehicle), {
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TRACE_1("initSupplyVehicle EH",_this); // Warning: this can run before settings are init
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[FUNC(initSupplyVehicle), _this] call EFUNC(common,runAfterSettingsInit);
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}] call CBA_fnc_addEventHandler;
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["CBA_settingsInitialized", {
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TRACE_3("settingsInit",GVAR(enabled),GVAR(level),GVAR(supply));
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// need these events before enabled check for zeus rearm
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[QGVAR(rearmEntireVehicleSuccessEH), LINKFUNC(rearmEntireVehicleSuccess)] call CBA_fnc_addEventHandler;
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[QGVAR(rearmEntireVehicleSuccessLocalEH), LINKFUNC(rearmEntireVehicleSuccessLocal)] call CBA_fnc_addEventHandler;
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[QGVAR(makeDummyEH), LINKFUNC(makeDummy)] call CBA_fnc_addEventHandler;
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[QGVAR(rearmSuccessEH), LINKFUNC(rearmSuccess)] call CBA_fnc_addEventHandler;
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[QGVAR(rearmSuccessLocalEH), LINKFUNC(rearmSuccessLocal)] call CBA_fnc_addEventHandler;
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if (!GVAR(enabled)) exitWith {};
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["AllVehicles", "Init", LINKFUNC(initSupplyVehicle), true, ["Man", "StaticWeapon"], true] call CBA_fnc_addClassEventHandler;
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["ReammoBox_F", "Init", LINKFUNC(initSupplyVehicle), true, [], true] call CBA_fnc_addClassEventHandler;
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["House", "Init", LINKFUNC(initSupplyVehicle), true, [], true] call CBA_fnc_addClassEventHandler;
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// placed in editor static objects don't trigger init
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{
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_x call FUNC(initSupplyVehicle);
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} forEach allMissionObjects "Static";
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["ace_unconscious", LINKFUNC(handleUnconscious)] call CBA_fnc_addEventHandler;
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["vehicle", {
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params ["_unit"];
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[_unit] call FUNC(dropAmmo);
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}] call CBA_fnc_addPlayerEventHandler;
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if (isServer) then {
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addMissionEventHandler ["HandleDisconnect", {params ["_unit"]; [_unit] call FUNC(dropAmmo)}];
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};
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}] call CBA_fnc_addEventHandler;
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