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534 lines
20 KiB
Plaintext
534 lines
20 KiB
Plaintext
// ACE - Common
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// #define ENABLE_PERFORMANCE_COUNTERS
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// #define DEBUG_MODE_FULL
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#include "script_component.hpp"
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//////////////////////////////////////////////////
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// Get Map Data
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//////////////////////////////////////////////////
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//Find MGRS zone and 100km grid for current map
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[] call FUNC(getMGRSdata);
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//Prepare variables for FUNC(getMapGridFromPos)/FUNC(getMapPosFromGrid)
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[] call FUNC(getMapGridData);
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//////////////////////////////////////////////////
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// Eventhandlers
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//////////////////////////////////////////////////
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//Status Effect EHs:
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[QGVAR(setStatusEffect), {_this call FUNC(statusEffect_set)}] call CBA_fnc_addEventHandler;
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["forceWalk", false, ["ACE_SwitchUnits", "ACE_Attach", "ACE_dragging", "ACE_Explosives", "ACE_Ladder", "ACE_Sandbag", "ACE_refuel", "ACE_rearm", "ACE_dragging"]] call FUNC(statusEffect_addType);
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["blockSprint", false, []] call FUNC(statusEffect_addType);
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["setCaptive", true, [QEGVAR(captives,Handcuffed), QEGVAR(captives,Surrendered), "ace_unconscious"]] call FUNC(statusEffect_addType);
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["blockDamage", false, ["fixCollision"]] call FUNC(statusEffect_addType);
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["blockEngine", false, ["ACE_Refuel"]] call FUNC(statusEffect_addType);
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[QGVAR(forceWalk), {
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params ["_object", "_set"];
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TRACE_2("forceWalk EH",_object,_set);
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_object forceWalk (_set > 0);
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}] call CBA_fnc_addEventHandler;
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[QGVAR(blockSprint), { //Name reversed from `allowSprint` because we want NOR logic
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params ["_object", "_set"];
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TRACE_2("blockSprint EH",_object,_set);
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_object allowSprint (_set == 0);
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}] call CBA_fnc_addEventHandler;
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[QGVAR(setCaptive), {
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params ["_object", "_set"];
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TRACE_2("setCaptive EH",_object,_set);
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_object setCaptive (_set > 0);
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}] call CBA_fnc_addEventHandler;
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[QGVAR(blockDamage), { //Name reversed from `allowDamage` because we want NOR logic
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params ["_object", "_set"];
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if ((_object isKindOf "CAManBase") && {(["ace_medical"] call FUNC(isModLoaded))}) then {
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TRACE_2("blockDamage EH (using medical)",_object,_set);
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_object setvariable [QEGVAR(medical,allowDamage), (_set == 0), true];
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} else {
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TRACE_2("blockDamage EH (using allowDamage)",_object,_set);
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_object allowDamage (_set == 0);
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};
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}] call CBA_fnc_addEventHandler;
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[QGVAR(blockEngine), {
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params ["_vehicle", "_set"];
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_vehicle setVariable [QGVAR(blockEngine), _set > 0, true];
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_vehicle engineOn false;
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}] call CBA_fnc_addEventHandler;
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//Add a fix for BIS's zeus remoteControl module not reseting variables on DC when RC a unit
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//This variable is used for isPlayer checks
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if (isServer) then {
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addMissionEventHandler ["HandleDisconnect", {
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params ["_dcPlayer"];
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private _zeusLogic = getAssignedCuratorLogic _dcPlayer;
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if ((!isNil "_zeusLogic") && {!isNull _zeusLogic}) then {
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{
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if ((_x getvariable ["bis_fnc_moduleRemoteControl_owner", objnull]) isEqualTo _dcPlayer) exitWith {
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ACE_LOGINFO_3("[%1] DC - Was Zeus [%2] while controlling unit [%3] - manually clearing `bis_fnc_moduleRemoteControl_owner`", [_x] call FUNC(getName), _dcPlayer, _x);
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_x setVariable ["bis_fnc_moduleRemoteControl_owner", nil, true];
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};
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nil
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} count (curatorEditableObjects _zeusLogic);
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};
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}];
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};
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// Listens for global "SettingChanged" events, to update the force status locally
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["ace_settingChanged", {
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params ["_name", "_value", "_force"];
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if (_force) then {
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private _settingData = [_name] call FUNC(getSettingData);
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if (_settingData isEqualTo []) exitWith {};
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_settingData set [6, _force];
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};
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}] call CBA_fnc_addEventHandler;
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// Event to log Fix Headbug output
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[QGVAR(headbugFixUsed), {
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params ["_profileName", "_animation"];
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ACE_LOGINFO_2("Headbug Used: Name: %1, Animation: %2",_profileName,_animation);
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}] call CBA_fnc_addEventHandler;
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[QGVAR(fixCollision), FUNC(fixCollision)] call CBA_fnc_addEventHandler;
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[QGVAR(fixFloating), FUNC(fixFloating)] call CBA_fnc_addEventHandler;
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[QGVAR(fixPosition), FUNC(fixPosition)] call CBA_fnc_addEventHandler;
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["ace_loadPersonEvent", FUNC(loadPersonLocal)] call CBA_fnc_addEventHandler;
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["ace_unloadPersonEvent", FUNC(unloadPersonLocal)] call CBA_fnc_addEventHandler;
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[QGVAR(lockVehicle), {
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_this setVariable [QGVAR(lockStatus), locked _this];
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_this lock 2;
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}] call CBA_fnc_addEventHandler;
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[QGVAR(unlockVehicle), {
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_this lock (_this getVariable [QGVAR(lockStatus), locked _this]);
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}] call CBA_fnc_addEventHandler;
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[QGVAR(setDir), {(_this select 0) setDir (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(setFuel), {(_this select 0) setFuel (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(engineOn), {(_this select 0) engineOn (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(setSpeaker), {(_this select 0) setSpeaker (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(selectLeader), {(_this select 0) selectLeader (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(setVelocity), {(_this select 0) setVelocity (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(playMove), {(_this select 0) playMove (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(playMoveNow), {(_this select 0) playMoveNow (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(playAction), {(_this select 0) playAction (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(playActionNow), {(_this select 0) playActionNow (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(switchMove), {(_this select 0) switchMove (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(setVectorDirAndUp), {(_this select 0) setVectorDirAndUp (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(setVanillaHitPointDamage), {(_this select 0) setHitPointDamage (_this select 1)}] call CBA_fnc_addEventHandler;
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// Request framework
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[QGVAR(requestCallback), FUNC(requestCallback)] call CBA_fnc_addEventHandler;
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[QGVAR(receiveRequest), FUNC(receiveRequest)] call CBA_fnc_addEventHandler;
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[QGVAR(systemChatGlobal), {systemChat _this}] call CBA_fnc_addEventHandler;
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if (isServer) then {
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[QGVAR(hideObjectGlobal), {(_this select 0) hideObjectGlobal (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(enableSimulationGlobal), {(_this select 0) enableSimulationGlobal (_this select 1)}] call CBA_fnc_addEventHandler;
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["ace_setOwner", {(_this select 0) setOwner (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(serverLog), FUNC(serverLog)] call CBA_fnc_addEventHandler;
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};
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//////////////////////////////////////////////////
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// Set up remote execution
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//////////////////////////////////////////////////
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// Synced ACE events
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// Handle JIP scenario
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if (!isServer) then {
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["ace_playerJIP", {
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ACE_LOGINFO("JIP event synchronization initialized");
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["ACEa", [player]] call CBA_fnc_serverEvent;
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}] call CBA_fnc_addEventHandler;
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} else {
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["ACEa", FUNC(_handleRequestAllSyncedEvents)] call CBA_fnc_addEventHandler;
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};
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["ACEe", FUNC(_handleSyncedEvent)] call CBA_fnc_addEventHandler;
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["ACEs", FUNC(_handleRequestSyncedEvent)] call CBA_fnc_addEventHandler;
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if (isServer) then {
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[FUNC(syncedEventPFH), 0.5, []] call CBA_fnc_addPerFrameHandler;
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};
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//////////////////////////////////////////////////
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// Check files, previous installed version etc.
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//////////////////////////////////////////////////
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private _currentVersion = getText (configFile >> "CfgPatches" >> QUOTE(ADDON) >> "version");
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private _previousVersion = profileNamespace getVariable ["ACE_VersionNumberString", ""];
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// check previous version number from profile
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if (_currentVersion != _previousVersion) then {
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// do something
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profileNamespace setVariable ["ACE_VersionNumberString", _currentVersion];
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};
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call FUNC(checkFiles);
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//////////////////////////////////////////////////
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// Set up ace_settingsInitialized eventhandler
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//////////////////////////////////////////////////
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["ace_settingsInitialized", {
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[
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GVAR(checkPBOsAction),
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GVAR(checkPBOsCheckAll),
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GVAR(checkPBOsWhitelist)
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] call FUNC(checkPBOs)
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}] call CBA_fnc_addEventHandler;
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// Create a pfh to wait until all postinits are ready and settings are initialized
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[{
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params ["_args"];
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_args params ["_waitingMsgSent"];
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// If post inits are not ready then wait
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if !(SLX_XEH_MACHINE select 8) exitWith {};
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// If settings are not initialized then wait
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if (isNil QGVAR(settings) || {!isServer && isNil QEGVAR(modules,serverModulesRead)}) exitWith {
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if !(_waitingMsgSent) then {
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_args set [0, true];
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ACE_LOGINFO("Waiting on settings from server...");
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};
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};
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[_this select 1] call CBA_fnc_removePerFrameHandler;
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ACE_LOGINFO("Settings received from server.");
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if (isServer) then { //read settings from paramsArray
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[] call FUNC(readSettingsFromParamsArray);
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};
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// Event so that ACE_Modules have their settings loaded:
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[QGVAR(initSettingsFromModules), []] call CBA_fnc_localEvent;
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if (isServer) then {
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// Publish all settings data after all configs and modules are read
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publicVariable QGVAR(settings);
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};
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// Load user settings from profile
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if (hasInterface) then {
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call FUNC(loadSettingsFromProfile);
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call FUNC(loadSettingsLocalizedText);
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};
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ACE_LOGINFO("Settings initialized.");
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//Event that settings are safe to use:
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["ace_settingsInitialized", []] call CBA_fnc_localEvent;
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//Set init finished and run all delayed functions:
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GVAR(settingsInitFinished) = true;
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ACE_LOGINFO_1("%1 delayed functions running.",count GVAR(runAtSettingsInitialized));
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{
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(_x select 1) call (_x select 0);
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false
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} count GVAR(runAtSettingsInitialized);
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GVAR(runAtSettingsInitialized) = nil; //cleanup
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}, 0, [false]] call CBA_fnc_addPerFrameHandler;
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/***************************************************************************/
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/***************************************************************************/
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/** everything that only player controlled machines need, goes below this **/
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/***************************************************************************/
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/***************************************************************************/
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if (!hasInterface) exitWith {};
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//////////////////////////////////////////////////
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// Set up mouse wheel eventhandler
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//////////////////////////////////////////////////
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call FUNC(assignedItemFix);
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// @todo remove?
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enableCamShake true;
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//FUNC(showHud) needs to be refreshed if it was set during mission init
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["ace_infoDisplayChanged", {
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GVAR(showHudHash) params ["", "", "_masks"];
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if !(_masks isEqualTo []) then {
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[] call FUNC(showHud);
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};
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}] call CBA_fnc_addEventHandler;
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//////////////////////////////////////////////////
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// Eventhandler to set player names
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//////////////////////////////////////////////////
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// Set the name for the current player
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["unit", {
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params ["_newPlayer","_oldPlayer"];
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if (alive _newPlayer) then {
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[_newPlayer] call FUNC(setName);
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};
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if (alive _oldPlayer) then {
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[_oldPlayer] call FUNC(setName);
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};
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}] call CBA_fnc_addPlayerEventHandler;
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//////////////////////////////////////////////////
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// Set up numerous eventhanders for player controlled units
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//////////////////////////////////////////////////
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// "playerChanged" event
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["unit", {
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ACE_player = (_this select 0);
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["ace_playerChanged", _this] call CBA_fnc_localEvent;
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}] call CBA_fnc_addPlayerEventHandler;
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// "playerVehicleChanged" event
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["vehicle", {
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["ace_playerVehicleChanged", _this] call CBA_fnc_localEvent;
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}] call CBA_fnc_addPlayerEventHandler;
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// "playerTurretChanged" event
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["turret", {
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["ace_playerTurretChanged", _this] call CBA_fnc_localEvent;
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}] call CBA_fnc_addPlayerEventHandler;
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// "playerWeaponChanged" event
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["weapon", {
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["ace_playerWeaponChanged", _this] call CBA_fnc_localEvent;
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}] call CBA_fnc_addPlayerEventHandler;
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// "playerInventoryChanged" event
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["loadout", {
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private _fnc_getAllGear = {
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if (isNull _this) exitWith {[
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"",
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"",
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"", [],
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"", [],
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"", [],
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"", ["","","",""], [],
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"", ["","","",""], [],
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"", ["","","",""], [],
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[],
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"",
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""
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]};
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[
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headgear _this,
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goggles _this,
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uniform _this, uniformItems _this,
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vest _this, vestItems _this,
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backpack _this, backpackItems _this,
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primaryWeapon _this, primaryWeaponItems _this, primaryWeaponMagazine _this,
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secondaryWeapon _this, secondaryWeaponItems _this, secondaryWeaponMagazine _this,
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handgunWeapon _this, handgunItems _this, handgunMagazine _this,
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assignedItems _this,
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binocular _this,
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_this call CBA_fnc_binocularMagazine
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]
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};
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["ace_playerInventoryChanged", [ACE_player, ACE_player call _fnc_getAllGear]] call CBA_fnc_localEvent;
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}] call CBA_fnc_addPlayerEventHandler;
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// "playerVisionModeChanged" event
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["visionMode", {
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["ace_playerVisionModeChanged", _this] call CBA_fnc_localEvent;
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}] call CBA_fnc_addPlayerEventHandler;
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// "cameraViewChanged" event
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["cameraView", {
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["ace_cameraViewChanged", _this] call CBA_fnc_localEvent;
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}] call CBA_fnc_addPlayerEventHandler;
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["visibleMap", {
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["ace_visibleMapChanged", _this] call CBA_fnc_localEvent;
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}] call CBA_fnc_addPlayerEventHandler;
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GVAR(OldIsCamera) = false;
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[{
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BEGIN_COUNTER(stateChecker);
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// "activeCameraChanged" event
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private _data = call FUNC(isfeatureCameraActive);
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if !(_data isEqualTo GVAR(OldIsCamera)) then {
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// Raise ACE event locally
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GVAR(OldIsCamera) = _data;
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["ace_activeCameraChanged", [ACE_player, _data]] call CBA_fnc_localEvent;
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};
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END_COUNTER(stateChecker);
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}, 0.5, []] call CBA_fnc_addPerFrameHandler;
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//////////////////////////////////////////////////
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// Eventhandlers for player controlled machines
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//////////////////////////////////////////////////
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[QGVAR(displayTextStructured), {_this call FUNC(displayTextStructured)}] call CBA_fnc_addEventHandler;
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[QGVAR(displayTextPicture), {_this call FUNC(displayTextPicture)}] call CBA_fnc_addEventHandler;
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["ace_unconscious", {
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params ["_unit", "_isUnconscious"];
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if (local _unit && {!_isUnconscious}) then {
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[_unit, false, QFUNC(loadPerson), west /* dummy side */] call FUNC(switchToGroupSide);
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};
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}] call CBA_fnc_addEventHandler;
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["ace_useItem", DFUNC(useItem)] call CBA_fnc_addEventHandler;
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//////////////////////////////////////////////////
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// Add various canInteractWith conditions
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//////////////////////////////////////////////////
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["isNotDead", {
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params ["_unit"];
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alive _unit
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}] call FUNC(addCanInteractWithCondition);
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["notOnMap", {!visibleMap}] call FUNC(addCanInteractWithCondition);
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["isNotInside", {
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params ["_unit", "_target"];
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// Players can always interact with himself if not boarded
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vehicle _unit == _unit ||
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// Players can always interact with his vehicle
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{vehicle _unit == _target} ||
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// Players can always interact with passengers of the same vehicle
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{_unit != _target && {vehicle _unit == vehicle _target}}
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}] call FUNC(addCanInteractWithCondition);
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["isNotInZeus", {isNull curatorCamera}] call FUNC(addCanInteractWithCondition);
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//////////////////////////////////////////////////
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// Set up reload mutex
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//////////////////////////////////////////////////
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GVAR(isReloading) = false;
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["keyDown", {
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if ((_this select 1) in actionKeys "ReloadMagazine" && {alive ACE_player}) then {
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//Ignore mounted (except ffv)
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if (!(player call CBA_fnc_canUseWeapon)) exitWith {};
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private _weapon = currentWeapon ACE_player;
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if (_weapon != "") then {
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private _gesture = getText (configfile >> "CfgWeapons" >> _weapon >> "reloadAction");
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if (_gesture == "") exitWith {}; //Ignore weapons with no reload gesture (binoculars)
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private _isLauncher = _weapon isKindOf ["Launcher", configFile >> "CfgWeapons"];
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private _config = ["CfgGesturesMale", "CfgMovesMaleSdr"] select _isLauncher;
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private _duration = getNumber (configfile >> _config >> "States" >> _gesture >> "speed");
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if (_duration != 0) then {
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_duration = if (_duration < 0) then { abs _duration } else { 1 / _duration };
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} else {
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_duration = 3;
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};
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TRACE_2("Reloading, blocking gestures",_weapon,_duration);
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GVAR(reloadingETA) = CBA_missionTime + _duration;
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if (!GVAR(isReloading)) then {
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GVAR(isReloading) = true;
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[{
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CBA_missionTime > GVAR(reloadingETA)
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},{
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GVAR(isReloading) = false;
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}] call CBA_fnc_waitUntilAndExecute;
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};
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};
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};
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false
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}] call CBA_fnc_addDisplayHandler;
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//////////////////////////////////////////////////
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// Set up PlayerJIP eventhandler
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//////////////////////////////////////////////////
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// Lastly, do JIP events
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// JIP Detection and event trigger. Run this at the very end, just in case anything uses it
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// Note: usage of player is most likely on purpose
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if (didJip) then {
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|
// We are jipping! Get ready and wait, and throw the event
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|
[{
|
|
if(!isNull player && GVAR(settingsInitFinished)) then {
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|
["ace_playerJIP", [player]] call CBA_fnc_localEvent;
|
|
[_this select 1] call CBA_fnc_removePerFrameHandler;
|
|
};
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|
}, 0, []] call CBA_fnc_addPerFrameHandler;
|
|
};
|
|
|
|
|
|
//////////////////////////////////////////////////
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|
// CBA key input handling
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|
//////////////////////////////////////////////////
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|
|
|
//Device Handler:
|
|
GVAR(deviceKeyHandlingArray) = [];
|
|
GVAR(deviceKeyCurrentIndex) = -1;
|
|
|
|
// Register localizations for the Keybinding categories
|
|
["ACE3 Equipment", localize LSTRING(ACEKeybindCategoryEquipment)] call CBA_fnc_registerKeybindModPrettyName;
|
|
["ACE3 Common", localize LSTRING(ACEKeybindCategoryCommon)] call CBA_fnc_registerKeybindModPrettyName;
|
|
["ACE3 Weapons", localize LSTRING(ACEKeybindCategoryWeapons)] call CBA_fnc_registerKeybindModPrettyName;
|
|
["ACE3 Movement", localize LSTRING(ACEKeybindCategoryMovement)] call CBA_fnc_registerKeybindModPrettyName;
|
|
["ACE3 Scope Adjustment", localize LSTRING(ACEKeybindCategoryScopeAdjustment)] call CBA_fnc_registerKeybindModPrettyName;
|
|
["ACE3 Vehicles", localize LSTRING(ACEKeybindCategoryVehicles)] call CBA_fnc_registerKeybindModPrettyName;
|
|
|
|
["ACE3 Equipment", QGVAR(openDevice), (localize "STR_ACE_Common_toggleHandheldDevice"), {
|
|
[] call FUNC(deviceKeyFindValidIndex);
|
|
if (GVAR(deviceKeyCurrentIndex) == -1) exitWith {false};
|
|
[] call ((GVAR(deviceKeyHandlingArray) select GVAR(deviceKeyCurrentIndex)) select 3);
|
|
true
|
|
},
|
|
{false},
|
|
[0xC7, [false, false, false]], false] call CBA_fnc_addKeybind; //Home Key
|
|
|
|
["ACE3 Equipment", QGVAR(closeDevice), (localize "STR_ACE_Common_closeHandheldDevice"), {
|
|
[] call FUNC(deviceKeyFindValidIndex);
|
|
if (GVAR(deviceKeyCurrentIndex) == -1) exitWith {false};
|
|
[] call ((GVAR(deviceKeyHandlingArray) select GVAR(deviceKeyCurrentIndex)) select 4);
|
|
true
|
|
},
|
|
{false},
|
|
[0xC7, [false, true, false]], false] call CBA_fnc_addKeybind; //CTRL + Home Key
|
|
|
|
["ACE3 Equipment", QGVAR(cycleDevice), (localize "STR_ACE_Common_cycleHandheldDevices"), {
|
|
[1] call FUNC(deviceKeyFindValidIndex);
|
|
if (GVAR(deviceKeyCurrentIndex) == -1) exitWith {false};
|
|
_displayName = ((GVAR(deviceKeyHandlingArray) select GVAR(deviceKeyCurrentIndex)) select 0);
|
|
_iconImage = ((GVAR(deviceKeyHandlingArray) select GVAR(deviceKeyCurrentIndex)) select 1);
|
|
[_displayName, _iconImage] call FUNC(displayTextPicture);
|
|
true
|
|
},
|
|
{false},
|
|
[0xC7, [true, false, false]], false] call CBA_fnc_addKeybind; //SHIFT + Home Key
|
|
|
|
GVAR(commonPostInited) = true;
|