ACE3/addons/explosives/XEH_postInit.sqf
johnb432 f3938ba0cc
Explosives - Use triggerAmmo instead of setDamage (#10182)
* Use `triggerAmmo` instead of `setDamage`

* Update docs/wiki/framework/explosives-framework.md
2024-08-12 06:18:21 -07:00

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#include "script_component.hpp"
/*
* Author: Garth 'L-H' de Wet
* Initialises the player object for the explosive system.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* None
*
* Public: No
*/
//Event for setting explosive placement angle/pitch:
[QGVAR(place), {
params ["_explosive", "", "", "_unit"];
_this call FUNC(setPosition);
if (isServer) then {
if (missionNamespace getVariable [QGVAR(setShotParents), true]) then {
_explosive setShotParents [_unit, _unit];
};
};
}] call CBA_fnc_addEventHandler;
[QGVAR(startDefuse), LINKFUNC(startDefuse)] call CBA_fnc_addEventHandler;
//When getting knocked out in medical, trigger deadman explosives:
//Event is global, only run on server (ref: ace_medical_fnc_setUnconscious)
if (isServer) then {
[QGVAR(detonate), {
params ["_unit", "_explosive", "_delay"];
TRACE_3("server detonate EH",_unit,_explosive,_delay);
if (missionNamespace getVariable [QGVAR(setShotParents), true]) then {
_explosive setShotParents [_unit, _unit];
};
[{
params ["_explosive"];
TRACE_1("exploding",_explosive);
if (!isNull _explosive) then {
[QEGVAR(common,triggerAmmo), _explosive, _explosive] call CBA_fnc_targetEvent;
};
}, _explosive, _delay] call CBA_fnc_waitAndExecute;
}] call CBA_fnc_addEventHandler;
["ace_unconscious", {
params ["_unit", "_isUnconscious"];
if (!_isUnconscious) exitWith {};
TRACE_1("Knocked Out, Doing Deadman",_unit);
[_unit] call FUNC(onIncapacitated);
}] call CBA_fnc_addEventHandler;
};
if (!hasInterface) exitWith {};
#include "initKeybinds.inc.sqf"
GVAR(PlacedCount) = 0;
GVAR(Setup) = objNull;
GVAR(pfeh_running) = false;
GVAR(CurrentSpeedDial) = 0;
["ace_interactMenuOpened", {
//Cancel placement if interact menu opened
if (GVAR(pfeh_running)) then {
GVAR(placeAction) = PLACE_CANCEL;
};
//Show defuse actions on CfgAmmos (allMines):
_this call FUNC(interactEH);
}] call CBA_fnc_addEventHandler;
["unit", {
params ["_player"];
[_player, QGVAR(explosiveActions)] call EFUNC(common,eraseCache);
}] call CBA_fnc_addPlayerEventHandler;
["ace_allowDefuse", {
params["_mine", "_allow"];
[_mine, _allow] call FUNC(allowDefuse);
}] call CBA_fnc_addEventHandler;