ACE3/addons/laserpointer/XEH_postInit.sqf
2016-06-03 20:53:43 +01:00

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// by commy2
#include "script_component.hpp"
// fixes laser when being captured. Needed, because the selectionPosition of the right hand is used
[QEGVAR(captives,setHandcuffed), {if (_this select 1) then {(_this select 0) action ["ace_gunLightOff", _this select 0]};}] call CBA_fnc_addEventHandler;
if (!hasInterface) exitWith {};
GVAR(nearUnits) = [];
#include "initKeybinds.sqf"
["ace_settingsInitialized", {
//If not enabled, dont't add draw eventhandler or PFEH (for performance)
if (!GVAR(enabled)) exitWith {};
// @todo. Maybe move to common?
[{
private "_nearUnits";
_nearUnits = [];
{
_nearUnits append crew _x;
if (count _nearUnits > 10) exitWith {
_nearUnits resize 10;
};
} forEach nearestObjects [positionCameraToWorld [0,0,0], ["AllVehicles"], 50]; // when moving this, search also for units inside vehicles. currently breaks the laser in FFV
GVAR(nearUnits) = _nearUnits;
} , 5, []] call CBA_fnc_addPerFrameHandler;
addMissionEventHandler ["Draw3D", {
call FUNC(onDraw);
}];
}] call CBA_fnc_addEventHandler;