ACE3/addons/interaction/XEH_postInit.sqf
Dystopian 1b8c56f0be
Interaction - Add actions to access and allow carrying inventory holders (#6029)
* Add interaction to inventory holders

* Add Take Weapon action

* Add Drag/Carry actions

* Fix menu position

* Add Inventory action also to unconscious

* Underwater: Fix menu position, disable gear action

* Add dead body weapons carrying with workaround

* Disable man gear action in water

* Optimize position code

* Fix macro using

* Use macro and power

* Restrict max dragged items count

* Remove superfluous condition, Add Take action to all holders

* Cleanup XEH

* Remove weapon carry-drop workaround

* code style changes

* code style changes

* brackets, isEqualTo, vehicle check

* code style changes

* brackets, isEqualTo, vehicle check

---------

Co-authored-by: Salluci <salluci.lovi@gmail.com>
2023-07-10 05:49:37 +03:00

182 lines
6.2 KiB
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// by commy2 and esteldunedain
#include "script_component.hpp"
ACE_Modifier = 0;
[QGVAR(pardon), {(_this select 0) addRating -rating (_this select 0)}] call CBA_fnc_addEventHandler;
[QGVAR(getDown), {
params ["_target"];
_target setUnitPos "DOWN";
}] call CBA_fnc_addEventHandler;
[QGVAR(sendAway), {
params ["_unit", "_position"];
_unit setUnitPos "AUTO";
_unit doMove _position;
}] call CBA_fnc_addEventHandler;
[QGVAR(flip), {
params ["_vehicle"];
private _position = getPosATL _vehicle;
_vehicle setVectorUp surfaceNormal _position;
_vehicle setPosATL _position;
}] call CBA_fnc_addEventHandler;
[QGVAR(setLight), {
params ["_lamp", "_state"];
private _hitpoints = _lamp call EFUNC(common,getReflectorsWithSelections) select 1;
{
private _damage = _lamp getHit _x;
if (_state) then {
if (_damage == DISABLED_LAMP_DAMAGE) then {
_lamp setHit [_x, 0];
};
} else {
if (_damage < DISABLED_LAMP_DAMAGE) then {
_lamp setHit [_x, DISABLED_LAMP_DAMAGE];
};
};
} forEach _hitpoints;
_lamp setVariable [QGVAR(isLightOn), _state, true];
}] call CBA_fnc_addEventHandler;
[QGVAR(setCollisionLight), {
(_this select 0) setCollisionLight (_this select 1);
}] call CBA_fnc_addEventHandler;
// Zeus action events
[QGVAR(zeusStance),{
{ _x setUnitPos (_this select 0); } forEach (_this select 1);
}] call CBA_fnc_addEventHandler;
// The following 3 events handle both waypoints and groups
[QGVAR(zeusBehaviour),{
if (param [2,false]) then {
{ _x setWaypointBehaviour (_this select 0); } forEach (_this select 1);
} else {
{ _x setBehaviour (_this select 0); } forEach (_this select 1);
};
}] call CBA_fnc_addEventHandler;
[QGVAR(zeusSpeed),{
if (param [2,false]) then {
{ _x setWaypointSpeed (_this select 0); } forEach (_this select 1);
} else {
{ _x setSpeedMode (_this select 0); } forEach (_this select 1);
};
}] call CBA_fnc_addEventHandler;
[QGVAR(zeusFormation),{
if (param [2,false]) then {
{ _x setWaypointFormation (_this select 0); } forEach (_this select 1);
} else {
{ _x setFormation (_this select 0); } forEach (_this select 1);
};
}] call CBA_fnc_addEventHandler;
if (isServer) then {
[QGVAR(replaceTerrainObject), FUNC(replaceTerrainObject)] call CBA_fnc_addEventHandler;
};
if (!hasInterface) exitWith {};
GVAR(isOpeningDoor) = false;
[QEGVAR(interact_menu,renderNearbyActions), {
if (!GVAR(interactWithTerrainObjects)) exitWith {};
{
if (
isObjectHidden _x // after hiding on server
|| {_x getVariable [QGVAR(terrainObjectReplaced), false]} // after checking but before hiding
|| {typeOf _x isNotEqualTo ""}
) then {continue};
private _model = getModelInfo _x select 1;
private _class = GVAR(replaceTerrainModels) get _model;
if (isNil "_class") then {continue};
_x setVariable [QGVAR(terrainObjectReplaced), true];
[QGVAR(replaceTerrainObject), [_x, _class]] call CBA_fnc_serverEvent;
} forEach nearestTerrainObjects [ACE_player, [], 5, false];
}] call CBA_fnc_addEventHandler;
[QGVAR(tapShoulder), {
params ["_unit", "_shoulderNum"];
if (_unit == ACE_player) then {
addCamShake [4, 0.5, 5];
private _message = parseText format ([["%1 &gt;", localize LSTRING(YouWereTappedRight)], ["&lt; %1", localize LSTRING(YouWereTappedLeft)]] select (_shoulderNum == 1));
[_message] call EFUNC(common,displayTextStructured);
};
}] call CBA_fnc_addEventHandler;
// add keybinds
["ACE3 Common", QGVAR(openDoor), localize LSTRING(OpenDoor), {
// Conditions: canInteract
if !([ACE_player, objNull, []] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if (GVAR(isOpeningDoor) || {[MACRO_DOOR_REACH_DISTANCE] call FUNC(getDoor) select 1 == ''}) exitWith {false};
// Statement
call EFUNC(interaction,openDoor);
true
}, {
//Probably don't want any conditions here, so variable never gets locked down
// Statement
GVAR(isOpeningDoor) = false;
true
},
[57, [false, true, false]], false] call CBA_fnc_addKeybind; //Key CTRL+Space
["ACE3 Common", QGVAR(tapShoulder), localize LSTRING(TapShoulder), {
// Conditions: canInteract
if !([ACE_player, objNull, []] call EFUNC(common,canInteractWith)) exitWith {false};
// Conditions: specific
if !([ACE_player, cursorTarget] call FUNC(canTapShoulder)) exitWith {false};
//Tap whichever shoulder is closest
private _shoulderNum = [0, 1] select (([cursorTarget, ACE_player] call BIS_fnc_relativeDirTo) > 180);
// Statement
[ACE_player, cursorTarget, _shoulderNum] call FUNC(tapShoulder);
true
},
{false},
[20, [true, false, false]], false] call CBA_fnc_addKeybind;
["isNotSwimming", {!(_this call EFUNC(common,isSwimming))}] call EFUNC(common,addCanInteractWithCondition);
["isNotOnLadder", {getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> animationState (_this select 0) >> "ACE_isLadder") != 1}] call EFUNC(common,addCanInteractWithCondition);
["CBA_settingsInitialized", {
if (GVAR(disableNegativeRating)) then {
player addEventHandler ["HandleRating", {
(_this select 1) max 0
}];
};
}] call CBA_fnc_addEventHandler;
{
[_x, {
[QGVAR(clearWeaponAttachmentsActionsCache)] call CBA_fnc_localEvent;
}] call CBA_fnc_addPlayerEventHandler;
} forEach ["loadout", "weapon"];
// add "Take _weapon_" action to dropped weapons
private _action = [
// action display name will be overwritten in modifier function
QGVAR(takeWeapon), "take", "\A3\ui_f\data\igui\cfg\actions\take_ca.paa",
{_player action ["TakeWeapon", _target, weaponCargo _target select 0]},
{count weaponCargo _target == 1},
nil, nil, nil, nil, nil,
{
params ["_target", "", "", "_actionData"];
_actionData set [1, format [localize "STR_ACTION_TAKE_BAG", getText (configfile >> "CfgWeapons" >> weaponCargo _target select 0 >> "displayName")]];
}
] call EFUNC(interact_menu,createAction);
{
[_x, 0, ["ACE_MainActions"], _action, true] call EFUNC(interact_menu,addActionToClass);
} forEach ["WeaponHolder", "WeaponHolderSimulated"];