mirror of
https://github.com/acemod/ACE3.git
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261 lines
9.5 KiB
Plaintext
261 lines
9.5 KiB
Plaintext
// ACE - Common
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#include "script_component.hpp"
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// Load 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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// Listens for global "SettingChanged" events, to update the force status locally
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["SettingChanged", {
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PARAMS_2(_name,_value);
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if !(count _this > 2) exitWith {};
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_force = _this select 2;
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if (_force) then {
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_settingData = [_name] call FUNC(getSettingData);
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if (count _settingData == 0) exitWith {};
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_settingData set [6,_force];
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};
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}] call FUNC(addEventhandler);
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["fixCollision", DFUNC(fixCollision)] call FUNC(addEventhandler);
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["fixFloating", DFUNC(fixFloating)] call FUNC(addEventhandler);
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["fixPosition", DFUNC(fixPosition)] call FUNC(addEventhandler);
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["lockVehicle", {
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_this setVariable [QGVAR(lockStatus), locked _this];
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_this lock 2;
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}] call FUNC(addEventhandler);
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["unlockVehicle", {
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_this lock (_this getVariable [QGVAR(lockStatus), locked _this]);
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}] call FUNC(addEventhandler);
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["setDir", {(_this select 0) setDir (_this select 1)}] call FUNC(addEventhandler);
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["setFuel", {(_this select 0) setFuel (_this select 1)}] call FUNC(addEventhandler);
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["setSpeaker", {(_this select 0) setSpeaker (_this select 1)}] call FUNC(addEventhandler);
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// hack to get PFH to work in briefing
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[QGVAR(onBriefingPFH), "onEachFrame", {
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if (time > 0) exitWith {
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[QGVAR(onBriefingPFH), "onEachFrame"] call BIS_fnc_removeStackedEventHandler;
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};
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call cba_common_fnc_onFrame;
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}] call BIS_fnc_addStackedEventHandler;
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/////
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QGVAR(remoteFnc) addPublicVariableEventHandler {
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(_this select 1) call FUNC(execRemoteFnc);
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};
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[missionNamespace] call FUNC(executePersistent);
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// check previous version number from profile
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_currentVersion = getText (configFile >> "CfgPatches" >> QUOTE(ADDON) >> "version");
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_previousVersion = profileNamespace getVariable ["ACE_VersionNumberString", ""];
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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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0 spawn COMPILE_FILE(scripts\Version\checkVersionNumber);
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// ACE events
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"ACEg" addPublicVariableEventHandler { _this call FUNC(_handleNetEvent); };
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"ACEc" addPublicVariableEventHandler { _this call FUNC(_handleNetEvent); };
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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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["PlayerJip", {
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diag_log text format["[ACE] * JIP event synchronization initialized"];
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["SEH_all", [player]] call FUNC(serverEvent);
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}] call FUNC(addEventHandler);
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} else {
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["SEH_all", FUNC(_handleRequestAllSyncedEvents)] call FUNC(addEventHandler);
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};
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["SEH", FUNC(_handleSyncedEvent)] call FUNC(addEventHandler);
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["SEH_s", FUNC(_handleRequestSyncedEvent)] call FUNC(addEventHandler);
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[FUNC(syncedEventPFH), 0.5, []] call cba_fnc_addPerFrameHandler;
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/***************************************************************/
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/***************************************************************/
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/***************************************************************/
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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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if (!hasInterface) exitWith {};
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call COMPILE_FILE(scripts\assignedItemFix);
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call COMPILE_FILE(scripts\initScrollWheel);
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0 spawn {
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while {true} do {
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waitUntil {!isNull (findDisplay 46)}; sleep 0.1;
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findDisplay 46 displayAddEventHandler ["MouseZChanged", QUOTE( _this call GVAR(onScrollWheel) )];
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[false] call FUNC(disableUserInput);
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waitUntil {isNull (findDisplay 46)};
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};
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};
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enableCamShake true;
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// Set the name for the current player
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["playerChanged", {
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EXPLODE_2_PVT(_this,_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 FUNC(addEventhandler);
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GVAR(OldPlayerInventory) = [ACE_player] call FUNC(getAllGear);
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GVAR(OldPlayerVisionMode) = currentVisionMode ACE_player;
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GVAR(OldZeusDisplayIsOpen) = !(isNull findDisplay 312);
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GVAR(OldCameraView) = cameraView;
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GVAR(OldPlayerVehicle) = vehicle ACE_player;
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GVAR(OldPlayerTurret) = [ACE_player] call FUNC(getTurretIndex);
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GVAR(OldPlayerWeapon) = currentWeapon ACE_player;
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// PFH to raise varios events
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[{
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// "playerInventoryChanged" event
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_newPlayerInventory = [ACE_player] call FUNC(getAllGear);
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if !(_newPlayerInventory isEqualTo GVAR(OldPlayerInventory)) then {
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// Raise ACE event locally
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GVAR(OldPlayerInventory) = _newPlayerInventory;
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["playerInventoryChanged", [ACE_player, _newPlayerInventory]] call FUNC(localEvent);
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};
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// "playerVisionModeChanged" event
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_newPlayerVisionMode = currentVisionMode ACE_player;
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if !(_newPlayerVisionMode isEqualTo GVAR(OldPlayerVisionMode)) then {
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// Raise ACE event locally
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GVAR(OldPlayerVisionMode) = _newPlayerVisionMode;
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["playerVisionModeChanged", [ACE_player, _newPlayerVisionMode]] call FUNC(localEvent);
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};
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// "inventoryDisplayChanged" event
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_newInventoryDisplayIsOpen = !(isNull findDisplay 602);
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if !(_newInventoryDisplayIsOpen isEqualTo GVAR(OldInventoryDisplayIsOpen)) then {
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// Raise ACE event locally
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GVAR(OldInventoryDisplayIsOpen) = _newInventoryDisplayIsOpen;
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["inventoryDisplayChanged", [ACE_player, _newInventoryDisplayIsOpen]] call FUNC(localEvent);
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};
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// "zeusDisplayChanged" event
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_newZeusDisplayIsOpen = !(isNull findDisplay 312);
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if !(_newZeusDisplayIsOpen isEqualTo GVAR(OldZeusDisplayIsOpen)) then {
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// Raise ACE event locally
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GVAR(OldZeusDisplayIsOpen) = _newZeusDisplayIsOpen;
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["zeusDisplayChanged", [ACE_player, _newZeusDisplayIsOpen]] call FUNC(localEvent);
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};
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// "cameraViewChanged" event
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_newCameraView = cameraView;
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if !(_newCameraView isEqualTo GVAR(OldCameraView)) then {
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// Raise ACE event locally
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GVAR(OldCameraView) = _newCameraView;
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["cameraViewChanged", [ACE_player, _newCameraView]] call FUNC(localEvent);
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};
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// "playerVehicleChanged" event
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_newPlayerVehicle = vehicle ACE_player;
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if !(_newPlayerVehicle isEqualTo GVAR(OldPlayerVehicle)) then {
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// Raise ACE event locally
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GVAR(OldPlayerVehicle) = _newPlayerVehicle;
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["playerVehicleChanged", [ACE_player, _newPlayerVehicle]] call FUNC(localEvent);
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};
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// "playerTurretChanged" event
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_newPlayerTurret = [ACE_player] call FUNC(getTurretIndex);
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if !(_newPlayerTurret isEqualTo GVAR(OldPlayerTurret)) then {
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// Raise ACE event locally
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GVAR(OldPlayerTurret) = _newPlayerTurret;
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["playerTurretChanged", [ACE_player, _newPlayerTurret]] call FUNC(localEvent);
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};
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// "playerWeaponChanged" event
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_newPlayerWeapon = currentWeapon ACE_player;
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if (_newPlayerWeapon != GVAR(OldPlayerWeapon)) then {
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// Raise ACE event locally
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GVAR(OldPlayerWeapon) = _newPlayerWeapon;
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["playerWeaponChanged", [ACE_player, _newPlayerWeapon]] call FUNC(localEvent);
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};
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}, 0, []] call cba_fnc_addPerFrameHandler;
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// PFH to raise camera created event. Only works on these cams by BI.
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#define ALL_CAMERAS [ \
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missionNamespace getVariable ["BIS_DEBUG_CAM", objNull], \
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missionNamespace getVariable ["BIS_fnc_camera_cam", objNull], \
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uiNamespace getVariable ["BIS_fnc_arsenal_cam", objNull], \
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uiNamespace getVariable ["BIS_fnc_animViewer_cam", objNull], \
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missionNamespace getVariable ["BIS_fnc_establishingShot_fakeUAV", objNull] \
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]
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GVAR(OldIsCamera) = false;
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[{
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// "activeCameraChanged" event
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_isCamera = {!isNull _x} count ALL_CAMERAS > 0;
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if !(_isCamera isEqualTo GVAR(OldIsCamera)) then {
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// Raise ACE event locally
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GVAR(OldIsCamera) = _isCamera;
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["activeCameraChanged", [ACE_player, _isCamera]] call FUNC(localEvent);
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};
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}, 1, []] call cba_fnc_addPerFrameHandler; // feel free to decrease the sleep time if you need it.
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[QGVAR(StateArrested),false,true,QUOTE(ADDON)] call FUNC(defineVariable);
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["displayTextStructured", FUNC(displayTextStructured)] call FUNC(addEventhandler);
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["displayTextPicture", FUNC(displayTextPicture)] call FUNC(addEventhandler);
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["notOnMap", {!visibleMap}] call FUNC(addCanInteractWithCondition);
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["isNotInside", {
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// Players can always interact with himself if not boarded
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vehicle (_this select 0) == (_this select 0) ||
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// Players can always interact with his vehicle
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{vehicle (_this select 0) == (_this select 1)} ||
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// Players can always interact with passengers of the same vehicle
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{!((_this select 0) isEqualTo (_this select 1)) && {vehicle (_this select 0) == vehicle (_this select 1)}}
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}] call FUNC(addCanInteractWithCondition);
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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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if(isMultiplayer && { time > 0 || isNull player } ) then {
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// We are jipping! Get ready and wait, and throw the event
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[{
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if(!(isNull player)) then {
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["PlayerJip", [player] ] call FUNC(localEvent);
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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};
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}, 0, []] call cba_fnc_addPerFrameHandler;
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};
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// check dlls
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{
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if (_x callExtension "version" == "") then {
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private "_errorMsg";
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_errorMsg = format ["Extension %1.dll not installed.", _x];
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diag_log text format ["[ACE] ERROR: %1", _errorMsg];
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["[ACE] ERROR", _errorMsg, {findDisplay 46 closeDisplay 0}] call FUNC(errorMessage);
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};
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} forEach getArray (configFile >> "ACE_Extensions" >> "extensions");
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