ACE3/addons/interact_menu/functions/fnc_keyDownSelfAction.sqf
Nicolás Badano 83572921ae - Modification of actions data structure to separate action parameters from children
- The action tree of each interaction point is parsed before drawing, pruning inactive actions
- Parent actions without statements or active children are not drawn, in order to reduce clutter
2015-03-02 23:29:57 -03:00

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/*
* Author: NouberNou
* Handle self action key down
*
* Argument:
* None
*
* Return value:
* true <BOOL>
*
* Public: No
*/
#include "script_component.hpp"
if(!GVAR(keyDownSelfAction)) then {
GVAR(keyDownSelfAction) = true;
GVAR(keyDown) = false;
GVAR(keyDownTime) = diag_tickTime;
GVAR(useCursorMenu) = (vehicle ACE_player != ACE_player) || GVAR(AlwaysUseCursorSelfInteraction) || visibleMap;
if (GVAR(useCursorMenu)) then {
closeDialog 0;
createDialog QGVAR(cursorMenu);
// The dialog sets:
// uiNamespace getVariable QGVAR(dlgCursorMenu);
// uiNamespace getVariable QGVAR(cursorMenuOpened);
ctrlEnable [91921, true];
((finddisplay 91919) displayctrl 91921) ctrlAddEventHandler ["MouseMoving", {
GVAR(cursorPos) = [_this select 1, _this select 2, 0];
}];
setMousePosition [0.5, 0.5];
};
GVAR(selfMenuOffset) = (positionCameraToWorld [0, 0, 2]) vectorDiff (positionCameraToWorld [0, 0, 0]);
};
true