ACE3/addons/captives/XEH_postInit.sqf
Dedmen Miller d034324e88 More trivial code cleanup (#6859)
* Added a3 include pboprefix

* Add defineDIKCodes header

* defineDIKCodes include case correct

* Use ui_f dikcodes

* Fix fnc_checkfiles macro and dll condition

* Incorrect macro usage in fnc_getVehiclePos

* Incorrect macro usage in fnc_getVehiclePosComplex

* Add defineResincl ui_f include

* Remove include guard from defineResincl

* Incorrect macro usage in fnc_handleMouseButton

* Incorrect macro usage in fnc_setMarkerJIP

* Semicolon after include

* Add defineResinclDesign ui_f include

* Incorrect macro usage fnc_rearmSuccessLocal

* Incorrect macro usage fnc_rearmSuccessLocal

* Stray backslash in fnc_camshake

* Incorrect macro usage in fnc_startNozzleInHandsPFH

* Incorrect amcro usage in fnc_tag

* Incorrect macro usage in fnc_moduleGlobalSetSkill

* Reenable linux checkFiles

* Non-captialized requiredAddons

* Non-captialized requiredAddons
2019-03-21 08:52:32 -05:00

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#include "script_component.hpp"
#include "\a3\ui_f\hpp\defineDIKCodes.inc"
["ace_settingsInitialized", {
// Hold on a little bit longer to ensure anims will work
[{
GVAR(captivityEnabled) = true;
}, [], 0.05] call CBA_fnc_waitAndExecute;
}] call CBA_fnc_addEventHandler;
//Handles when someone starts escorting and then disconnects, leaving the captive attached
//This is normaly handled by the PFEH in doEscortCaptive, but that won't be running if they DC
if (isServer) then {
addMissionEventHandler ["HandleDisconnect", {
params ["_disconnectedPlayer"];
private _escortedUnit = _disconnectedPlayer getVariable [QGVAR(escortedUnit), objNull];
if ((!isNull _escortedUnit) && {(attachedTo _escortedUnit) == _disconnectedPlayer}) then {
detach _escortedUnit;
};
if (_disconnectedPlayer getVariable [QGVAR(isEscorting), false]) then {
_disconnectedPlayer setVariable [QGVAR(isEscorting), false, true];
};
}];
};
["unit", FUNC(handlePlayerChanged)] call CBA_fnc_addPlayerEventHandler;
[QGVAR(moveInCaptive), FUNC(vehicleCaptiveMoveIn)] call CBA_fnc_addEventHandler;
[QGVAR(moveOutCaptive), FUNC(vehicleCaptiveMoveOut)] call CBA_fnc_addEventHandler;
[QGVAR(setHandcuffed), FUNC(setHandcuffed)] call CBA_fnc_addEventHandler;
[QGVAR(setSurrendered), FUNC(setSurrendered)] call CBA_fnc_addEventHandler;
//Medical Integration Events
["ace_unconscious", FUNC(handleOnUnconscious)] call CBA_fnc_addEventHandler;
if (!hasInterface) exitWith {};
["ACE3 Common", QGVAR(captives), [(localize LSTRING(SetCaptive)), (localize LSTRING(KeyComb_description))],
{
private _target = cursorObject;
if !([ACE_player, _target, []] call EFUNC(common,canInteractWith)) exitWith {false};
if !(_target isKindOf "CAManBase") exitWith {false};
if ((_target distance ACE_player) > getNumber (configFile >> "CfgVehicles" >> "CAManBase" >> "ACE_Actions" >> "ACE_ApplyHandcuffs" >> "distance")) exitWith {false};
if ([ACE_player, _target] call FUNC(canApplyHandcuffs)) exitWith {
[ACE_player, _target] call FUNC(doApplyHandcuffs);
true
};
false
},
{false},
[DIK_F1, [true, false, false]], true] call CBA_fnc_addKeybind; // Shift + F1
["isNotEscorting", {!GETVAR(_this select 0,GVAR(isEscorting),false)}] call EFUNC(common,addCanInteractWithCondition);
["isNotHandcuffed", {!GETVAR(_this select 0,GVAR(isHandcuffed),false)}] call EFUNC(common,addCanInteractWithCondition);
["isNotSurrendering", {!GETVAR(_this select 0,GVAR(isSurrendering),false)}] call EFUNC(common,addCanInteractWithCondition);