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* advanced_ballistics * advanced_fatigue * advanced_throwing * ai * aircraft * arsenal * atragmx * attach * backpacks * ballistics * captives * cargo * chemlights * common * concertina_wire * cookoff * dagr * disarming * disposable * dogtags * dragging * explosives * fastroping * fcs * finger * frag * gestures * gforces * goggles * grenades * gunbag * hearing * hitreactions * huntir * interact_menu * interaction * inventory * kestrel4500 * laser * laserpointer * logistics_uavbattery * logistics_wirecutter * magazinerepack * map * map_gestures * maptools * markers * medical * medical_ai * medical_blood * medical_menu * microdagr * minedetector * missileguidance * missionmodules * mk6mortar * modules * movement * nametags * nightvision * nlaw * optics * optionsmenu * overheating * overpressure * parachute * pylons * quickmount * rangecard * rearm * recoil * refuel * reload * reloadlaunchers * repair * respawn * safemode * sandbag * scopes * slideshow * spectator * spottingscope * switchunits * tacticalladder * tagging * trenches * tripod * ui * vector * vehiclelock * vehicles * viewdistance * weaponselect * weather * winddeflection * yardage450 * zeus * arsenal defines.hpp * optionals * DEBUG_MODE_FULL 1 * DEBUG_MODE_FULL 2 * Manual fixes * Add SQF Validator check for #include after block comment * explosives fnc_openTimerUI * fix uniqueItems
43 lines
1.0 KiB
Plaintext
43 lines
1.0 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Dslyecxi, MikeMatrix
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* Transmit PFH
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*
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* Arguments:
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* 0: Arguments <ARRAY>
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* 1: PFH ID <NUMBER>
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*
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* Return Value:
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* Return description <TYPE>
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*
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* Example:
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* [[], 2] call ace_map_gestures_fnc_transmit
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*
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* Public: No
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*/
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BEGIN_COUNTER(transmit);
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params ["", "_pfhId"];
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if (!visibleMap) then {
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call FUNC(endTransmit);
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};
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if (!GVAR(EnableTransmit) || !visibleMap) exitWith {
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[_pfhId] call CBA_fnc_removePerFrameHandler;
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};
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{
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private _owner = _x getVariable [QEGVAR(common,playerOwner), -1];
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if (_owner > -1) then {
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private _remotePos = _x getVariable [QGVAR(remotePos), [0,0,0]];
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if ((_remotePos distance2d GVAR(pointPosition)) > 1) then { // Only transmit when actually moving
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[QGVAR(syncPos), [ACE_Player, GVAR(pointPosition)], _owner] call CBA_fnc_ownerEvent;
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_x setVariable [QGVAR(remotePos), GVAR(pointPosition)];
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};
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};
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} count ([ACE_player, GVAR(maxRange)] call FUNC(getProximityPlayers));
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END_COUNTER(transmit);
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