ACE3/addons/parachute/XEH_postInit.sqf
SilentSpike ec09c2beda Remove parachute landing animation (#5794)
* Remove parachute landing animation

The vanilla animation has since been reworked and is an improvement.

* Optimise altimeter code

* Fix reserve chute handling and cutting action

* Fix cut parachute action

* Fix cut parachute action further

- Prevent potential for action to be present when reserve is not
available
- Move cut parachute action to the parachute self actions rather than
the player's

* Revert number to string conversion
2017-12-02 11:02:16 -06:00

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/*
* Author: Garth 'L-H' de Wet
* Initialises the parachute system.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* None
*
* Public: No
*/
#include "script_component.hpp"
if (!hasInterface) exitWith {};
["ACE3 Equipment", QGVAR(showAltimeter), localize LSTRING(showAltimeter), {
// Conditions: canInteract
if (
!([ACE_player, objNull, ["isNotEscorting", "isNotInside"]] call EFUNC(common,canInteractWith)) ||
{!('ACE_Altimeter' in assignedItems ACE_player)}
) exitWith { false };
if !(GETMVAR(GVAR(AltimeterActive),false)) then {
[ACE_player] call FUNC(showAltimeter);
} else {
call FUNC(hideAltimeter);
};
true
}, {false}, [24, [false, false, false]], false] call CBA_fnc_addKeybind;
// Handle reserve chute based on current backpack (fires when parachute opens too)
["loadout", FUNC(handleReserve), true] call CBA_fnc_addPlayerEventHandler;
// Don't show vanilla speed and height when in expert mode
["ace_infoDisplayChanged", {_this call FUNC(handleInfoDisplayChanged)}] call CBA_fnc_addEventHandler;