mirror of
https://github.com/acemod/ACE3.git
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8f46ffd8d5
count -> forEach Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
628 lines
25 KiB
Plaintext
628 lines
25 KiB
Plaintext
// ACE - Common
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// #define ENABLE_PERFORMANCE_COUNTERS
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// #define DEBUG_MODE_FULL
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#include "script_component.hpp"
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//////////////////////////////////////////////////
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// Get Map Data
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//////////////////////////////////////////////////
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//Find MGRS zone and 100km grid for current map
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[] call FUNC(getMGRSdata);
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//Prepare variables for FUNC(getMapGridFromPos)/FUNC(getMapPosFromGrid)
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[] call FUNC(getMapGridData);
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//////////////////////////////////////////////////
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// Eventhandlers
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//////////////////////////////////////////////////
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//Status Effect EHs:
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[QGVAR(setStatusEffect), LINKFUNC(statusEffect_set)] call CBA_fnc_addEventHandler;
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["forceWalk", false, ["ace_advanced_fatigue", "ACE_SwitchUnits", "ACE_Attach", "ace_dragging", "ACE_Explosives", "ACE_Ladder", "ACE_Sandbag", "ACE_refuel", "ACE_rearm", "ACE_Trenches", "ace_medical_fracture"]] call FUNC(statusEffect_addType);
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["blockSprint", false, ["ace_advanced_fatigue", "ace_dragging", "ace_medical_fracture"]] call FUNC(statusEffect_addType);
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["setCaptive", true, [QEGVAR(captives,Handcuffed), QEGVAR(captives,Surrendered)]] call FUNC(statusEffect_addType);
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["blockDamage", false, ["fixCollision", "ACE_cargo"]] call FUNC(statusEffect_addType);
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["blockEngine", false, ["ACE_Refuel"]] call FUNC(statusEffect_addType);
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["blockThrow", false, ["ACE_Attach", "ACE_concertina_wire", "ace_dragging", "ACE_Explosives", "ACE_Ladder", "ACE_rearm", "ACE_refuel", "ACE_Sandbag", "ACE_Trenches", "ACE_tripod"]] call FUNC(statusEffect_addType);
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["setHidden", true, ["ace_unconscious"]] call FUNC(statusEffect_addType);
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["blockRadio", false, [QEGVAR(captives,Handcuffed), QEGVAR(captives,Surrendered), "ace_unconscious"]] call FUNC(statusEffect_addType);
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["blockSpeaking", false, ["ace_unconscious"]] call FUNC(statusEffect_addType);
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["disableWeaponAssembly", false, ["ace_common", "ace_common_lockVehicle", "ace_csw"]] call FUNC(statusEffect_addType);
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["lockInventory", true, [], true] call FUNC(statusEffect_addType);
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[QGVAR(forceWalk), {
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params ["_object", "_set"];
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TRACE_2("forceWalk EH",_object,_set);
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_object forceWalk (_set > 0);
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}] call CBA_fnc_addEventHandler;
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[QGVAR(blockSprint), { //Name reversed from `allowSprint` because we want NOR logic
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params ["_object", "_set"];
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TRACE_2("blockSprint EH",_object,_set);
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_object allowSprint (_set == 0);
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}] call CBA_fnc_addEventHandler;
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[QGVAR(setAnimSpeedCoef), {
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params ["_object", "_set"];
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_object setAnimSpeedCoef _set;
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}] call CBA_fnc_addEventHandler;
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[QGVAR(setCaptive), {
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params ["_object", "_set"];
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TRACE_2("setCaptive EH",_object,_set);
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_object setCaptive (_set > 0);
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}] call CBA_fnc_addEventHandler;
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[QGVAR(setHidden), {
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params ["_object", "_set"];
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TRACE_2("setHidden EH",_object,_set);
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// May report nil. Default to factor 1.
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private _vis = [_object getUnitTrait "camouflageCoef"] param [0, 1];
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if (_set > 0) then {
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if (_vis != 0) then {
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_object setVariable [QGVAR(oldVisibility), _vis];
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_object setUnitTrait ["camouflageCoef", 0];
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{
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if (side _x != side group _object) then {
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_x forgetTarget _object;
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};
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} forEach allGroups;
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};
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} else {
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_vis = _object getVariable [QGVAR(oldVisibility), _vis];
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_object setUnitTrait ["camouflageCoef", _vis];
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};
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}] call CBA_fnc_addEventHandler;
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[QGVAR(blockRadio), {
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params ["_object", "_set"];
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TRACE_2("blockRadio EH",_object,_set);
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if (_object isEqualTo ACE_Player && {_set > 0}) then {
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call FUNC(endRadioTransmission);
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};
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if (["task_force_radio"] call FUNC(isModLoaded)) then {
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_object setVariable ["tf_unable_to_use_radio", _set > 0, true];
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};
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if (["acre_main"] call FUNC(isModLoaded)) then {
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_object setVariable ["acre_sys_core_isDisabledRadio", _set > 0, true];
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};
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}] call CBA_fnc_addEventHandler;
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[QGVAR(blockSpeaking), {
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params ["_object", "_set"];
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TRACE_2("blockSpeaking EH",_object,_set);
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if (["acre_main"] call FUNC(isModLoaded)) then {
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_object setVariable ["acre_sys_core_isDisabled", _set > 0, true];
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};
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if (["task_force_radio"] call FUNC(isModLoaded)) then {
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_object setVariable ["tf_voiceVolume", parseNumber (_set == 0), true];
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};
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}] call CBA_fnc_addEventHandler;
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[QGVAR(blockDamage), { //Name reversed from `allowDamage` because we want NOR logic
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params ["_object", "_set"];
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if ((_object isKindOf "CAManBase") && {(["ace_medical"] call FUNC(isModLoaded))}) then {
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TRACE_2("blockDamage EH (using medical)",_object,_set);
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_object setVariable [QEGVAR(medical,allowDamage), (_set == 0), true];
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} else {
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TRACE_2("blockDamage EH (using allowDamage)",_object,_set);
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_object allowDamage (_set == 0);
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};
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}] call CBA_fnc_addEventHandler;
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[QGVAR(blockEngine), {
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params ["_vehicle", "_set"];
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_vehicle setVariable [QGVAR(blockEngine), _set > 0, true];
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_vehicle engineOn false;
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}] call CBA_fnc_addEventHandler;
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[QGVAR(setMass), {
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params ["_object", "_mass"];
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_object setMass _mass;
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}] call CBA_fnc_addEventHandler;
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[QGVAR(disableWeaponAssembly), {
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params ["_object", "_set"];
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_object enableWeaponDisassembly (_set < 1);
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}] call CBA_fnc_addEventHandler;
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[QGVAR(lockInventory), {
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params ["_object", "_set"];
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TRACE_2("lockInventory EH",_object,_set);
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_object lockInventory (_set > 0);
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}] call CBA_fnc_addEventHandler;
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//Add a fix for BIS's zeus remoteControl module not reseting variables on DC when RC a unit
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//This variable is used for isPlayer checks
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if (isServer) then {
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addMissionEventHandler ["HandleDisconnect", {
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params ["_dcPlayer"];
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private _zeusLogic = getAssignedCuratorLogic _dcPlayer;
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if ((!isNil "_zeusLogic") && {!isNull _zeusLogic}) then {
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{
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if ((_x getvariable ["bis_fnc_moduleRemoteControl_owner", objnull]) isEqualTo _dcPlayer) exitWith {
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INFO_3("[%1] DC - Was Zeus [%2] while controlling unit [%3] - manually clearing `bis_fnc_moduleRemoteControl_owner`",[_x] call FUNC(getName),_dcPlayer,_x);
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_x setVariable ["bis_fnc_moduleRemoteControl_owner", nil, true];
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};
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} forEach (curatorEditableObjects _zeusLogic);
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};
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}];
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};
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// Event to log Fix Headbug output
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[QGVAR(headbugFixUsed), {
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params ["_profileName", "_animation"];
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INFO_2("Headbug Used: Name: %1, Animation: %2",_profileName,_animation);
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}] call CBA_fnc_addEventHandler;
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[QGVAR(fixCollision), LINKFUNC(fixCollision)] call CBA_fnc_addEventHandler;
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[QGVAR(fixFloating), LINKFUNC(fixFloating)] call CBA_fnc_addEventHandler;
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[QGVAR(fixPosition), LINKFUNC(fixPosition)] call CBA_fnc_addEventHandler;
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["ace_loadPersonEvent", LINKFUNC(loadPersonLocal)] call CBA_fnc_addEventHandler;
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["ace_unloadPersonEvent", LINKFUNC(unloadPersonLocal)] call CBA_fnc_addEventHandler;
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[QGVAR(lockVehicle), {
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_this setVariable [QGVAR(lockStatus), locked _this];
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_this lock 2;
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if ([] isNotEqualTo getArray (configOf _this >> "assembleInfo" >> "dissasembleTo")) then {
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[_this, "disableWeaponAssembly", QGVAR(lockVehicle), true] call FUNC(statusEffect_set);
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};
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}] call CBA_fnc_addEventHandler;
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[QGVAR(unlockVehicle), {
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_this lock (_this getVariable [QGVAR(lockStatus), locked _this]);
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if ([] isNotEqualTo getArray (configOf _target >> "assembleInfo" >> "dissasembleTo")) then {
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[_this, "disableWeaponAssembly", QGVAR(lockVehicle), false] call FUNC(statusEffect_set);
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};
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}] call CBA_fnc_addEventHandler;
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[QGVAR(setDir), {(_this select 0) setDir (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(setFuel), {(_this select 0) setFuel (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(engineOn), {(_this select 0) engineOn (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(setSpeaker), {(_this select 0) setSpeaker (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(selectLeader), {(_this select 0) selectLeader (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(setVelocity), {(_this select 0) setVelocity (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(playMove), {(_this select 0) playMove (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(playMoveNow), {(_this select 0) playMoveNow (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(playAction), {(_this select 0) playAction (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(playActionNow), {(_this select 0) playActionNow (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(switchMove), {(_this select 0) switchMove (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(setVectorDirAndUp), {(_this select 0) setVectorDirAndUp (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(addWeaponItem), {(_this select 0) addWeaponItem [(_this select 1), (_this select 2)]}] call CBA_fnc_addEventHandler;
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[QGVAR(setVanillaHitPointDamage), {
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params ["_object", "_hitPointAnddamage"];
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private _damageDisabled = !isDamageAllowed _object;
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if (_damageDisabled) then {
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_object allowDamage true;
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};
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_object setHitPointDamage _hitPointAnddamage;
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if (_damageDisabled) then {
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_object allowDamage false;
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};
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}] call CBA_fnc_addEventHandler;
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// Request framework
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[QGVAR(requestCallback), LINKFUNC(requestCallback)] call CBA_fnc_addEventHandler;
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[QGVAR(receiveRequest), LINKFUNC(receiveRequest)] call CBA_fnc_addEventHandler;
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[QGVAR(systemChatGlobal), {systemChat _this}] call CBA_fnc_addEventHandler;
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if (isServer) then {
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[QGVAR(hideObjectGlobal), {(_this select 0) hideObjectGlobal (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(enableSimulationGlobal), {(_this select 0) enableSimulationGlobal (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(setShotParents), {(_this select 0) setShotParents [_this select 1, _this select 2]}] call CBA_fnc_addEventHandler;
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["ace_setOwner", {(_this select 0) setOwner (_this select 1)}] call CBA_fnc_addEventHandler;
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[QGVAR(serverLog), LINKFUNC(serverLog)] call CBA_fnc_addEventHandler;
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[QGVAR(claimSafe), LINKFUNC(claimSafeServer)] call CBA_fnc_addEventHandler;
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};
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//////////////////////////////////////////////////
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// Set up remote execution
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//////////////////////////////////////////////////
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// Synced ACE events
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// Handle JIP scenario
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if (!isServer) then {
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["ace_playerJIP", {
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INFO("JIP event synchronization initialized");
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["ACEa", [player]] call CBA_fnc_serverEvent;
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}] call CBA_fnc_addEventHandler;
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} else {
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["ACEa", LINKFUNC(_handleRequestAllSyncedEvents)] call CBA_fnc_addEventHandler;
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};
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["ACEe", LINKFUNC(_handleSyncedEvent)] call CBA_fnc_addEventHandler;
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["ACEs", LINKFUNC(_handleRequestSyncedEvent)] call CBA_fnc_addEventHandler;
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if (isServer) then {
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[LINKFUNC(syncedEventPFH), 0.5, []] call CBA_fnc_addPerFrameHandler;
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};
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//////////////////////////////////////////////////
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// Check files, previous installed version etc.
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//////////////////////////////////////////////////
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private _currentVersion = getText (configFile >> "CfgPatches" >> QUOTE(ADDON) >> "versionStr");
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private _previousVersion = profileNamespace getVariable ["ACE_VersionNumberString", ""];
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// check previous version number from profile
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if (_currentVersion != _previousVersion) then {
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INFO_2("Updating ACE from [%1] to [%2]",_previousVersion,_currentVersion);
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[_previousVersion] call FUNC(cbaSettings_transferUserSettings);
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profileNamespace setVariable ["ACE_VersionNumberString", _currentVersion];
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};
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call FUNC(checkFiles);
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//////////////////////////////////////////////////
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// Set up ace_settingsInitialized eventhandler
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//////////////////////////////////////////////////
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["CBA_settingsInitialized", {
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[
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GVAR(checkPBOsAction),
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GVAR(checkPBOsCheckAll),
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GVAR(checkPBOsWhitelist)
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] call FUNC(checkPBOs)
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}] call CBA_fnc_addEventHandler;
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/***************************************************************************/
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/***************************************************************************/
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/** everything that only player controlled machines need, goes below this **/
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/***************************************************************************/
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/***************************************************************************/
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if (!hasInterface) exitWith {};
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//////////////////////////////////////////////////
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// Set up mouse wheel eventhandler
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//////////////////////////////////////////////////
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call FUNC(assignedItemFix);
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// @todo remove?
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enableCamShake true;
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//FUNC(showHud) needs to be refreshed if it was set during mission init
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["ace_infoDisplayChanged", {
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if (GVAR(showHudHash) isNotEqualTo createHashMap) then {
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[] call FUNC(showHud);
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};
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}] call CBA_fnc_addEventHandler;
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//////////////////////////////////////////////////
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// Eventhandler to set player names
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//////////////////////////////////////////////////
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// Set the name for the current player
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["unit", {
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params ["_newPlayer","_oldPlayer"];
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if (alive _newPlayer) then {
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[FUNC(setName), [_newPlayer]] call CBA_fnc_execNextFrame;
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};
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if (alive _oldPlayer) then {
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[FUNC(setName), [_oldPlayer]] call CBA_fnc_execNextFrame;
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};
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}, true] call CBA_fnc_addPlayerEventHandler;
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//////////////////////////////////////////////////
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// Set up numerous eventhanders for player controlled units
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//////////////////////////////////////////////////
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TRACE_1("adding unit playerEH to set ace_player",isNull cba_events_oldUnit);
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["unit", {
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ACE_player = (_this select 0);
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}, true] call CBA_fnc_addPlayerEventHandler;
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// Clear uniqueItems cache on loadout change
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["loadout", {
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GVAR(uniqueItemsCache) = nil;
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}] call CBA_fnc_addPlayerEventHandler;
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// Backwards compatiblity for old ace event
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GVAR(OldIsCamera) = false;
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["featureCamera", {
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params ["_player", "_cameraName"];
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GVAR(OldIsCamera) = _cameraName != "";
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["ace_activeCameraChanged", [_player, GVAR(OldIsCamera)]] call CBA_fnc_localEvent;
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}, true] call CBA_fnc_addPlayerEventHandler;
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// Add event handler for UAV control change
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ACE_controlledUAV = [objNull, objNull, [], ""];
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addMissionEventHandler ["PlayerViewChanged", {
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// On non-server client this command is semi-broken
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// arg index 5 should be the controlled UAV, but it will often be objNull (delay from locality switching?)
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// On PlayerViewChanged event, start polling for new uav state for a few seconds (should be done within a few frames)
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params ["", "", "", "", "_newCameraOn", "_UAV"];
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TRACE_2("PlayerViewChanged",_newCameraOn,_UAV);
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[{
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if (isNull player) exitWith {true};
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private _UAV = getConnectedUAV player;
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if (!alive player) then {_UAV = objNull;};
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private _position = [player] call FUNC(getUavControlPosition);
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private _seatAI = objNull;
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private _turret = [];
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switch (toLowerANSI _position) do {
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case (""): {
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_UAV = objNull; // set to objNull if not actively controlling
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};
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case ("driver"): {
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_turret = [-1];
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_seatAI = driver _UAV;
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};
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case ("gunner"): {
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_turret = [0];
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_seatAI = gunner _UAV;
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};
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};
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private _newArray = [_UAV, _seatAI, _turret, _position];
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if (_newArray isEqualTo ACE_controlledUAV) exitWith {false}; // no change yet
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TRACE_2("Seat Change",_newArray,ACE_controlledUAV);
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ACE_controlledUAV = _newArray;
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["ACE_controlledUAV", _newArray] call CBA_fnc_localEvent;
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// stay in the loop as we might switch from gunner -> driver, and there may be a empty position event in-between
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false
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}, {}, [], 3, {TRACE_1("timeout",_this);}] call CBA_fnc_waitUntilAndExecute;
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}];
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//////////////////////////////////////////////////
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// Eventhandlers for player controlled machines
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//////////////////////////////////////////////////
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[QGVAR(displayTextStructured), LINKFUNC(displayTextStructured)] call CBA_fnc_addEventHandler;
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[QGVAR(displayTextPicture), LINKFUNC(displayTextPicture)] call CBA_fnc_addEventHandler;
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["ace_unconscious", {
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params ["_unit", "_isUnconscious"];
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if (local _unit && {!_isUnconscious}) then {
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[_unit, false, QFUNC(loadPerson), west /* dummy side */] call FUNC(switchToGroupSide);
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};
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}] call CBA_fnc_addEventHandler;
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["ace_useItem", LINKFUNC(useItem)] call CBA_fnc_addEventHandler;
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//////////////////////////////////////////////////
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// Add various canInteractWith conditions
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//////////////////////////////////////////////////
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["isNotDead", {
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params ["_unit"];
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alive _unit
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}] call FUNC(addCanInteractWithCondition);
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["notOnMap", {!visibleMap}] call FUNC(addCanInteractWithCondition);
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["isNotInside", {
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params ["_unit", "_target"];
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// Players can always interact with himself if not boarded
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isNull objectParent _unit ||
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// Players can always interact with his vehicle
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{objectParent _unit isEqualTo _target} ||
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// Players can always interact with passengers of the same vehicle
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{_unit isNotEqualTo _target && {!isNull objectParent _target} && {objectParent _unit isEqualTo objectParent _target}} ||
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// Players can always interact with connected UAV
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{!(isNull (ACE_controlledUAV select 0))}
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}] call FUNC(addCanInteractWithCondition);
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["isNotInZeus", {isNull curatorCamera}] call FUNC(addCanInteractWithCondition);
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["isNotUnconscious", {
|
|
params ["_unit"];
|
|
lifeState _unit isNotEqualTo "INCAPACITATED"
|
|
}] call FUNC(addCanInteractWithCondition);
|
|
|
|
//////////////////////////////////////////////////
|
|
// Set up reload mutex
|
|
//////////////////////////////////////////////////
|
|
|
|
GVAR(isReloading) = false;
|
|
GVAR(reloadMutex_lastMagazines) = [];
|
|
// When reloading, the new magazine is removed from inventory, an animation plays and then the old magazine is added
|
|
// If the animation is interrupted, the new magazine will be lost
|
|
["loadout", {
|
|
params ["_unit", "_newLoadout"];
|
|
private _mags = magazines _unit;
|
|
// if our magazine count dropped by 1, we might be reloading
|
|
if ((count GVAR(reloadMutex_lastMagazines)) - (count _mags) == 1) then {
|
|
private _weapon = currentWeapon _unit;
|
|
private _muzzle = currentMuzzle _unit;
|
|
if (_weapon == "") exitWith {};
|
|
private _wpnMzlConfig = configFile >> "CfgWeapons" >> _weapon;
|
|
if (_muzzle != _weapon) then { _wpnMzlConfig = _wpnMzlConfig >> _muzzle; };
|
|
|
|
private _compatMags = [_wpnMzlConfig] call CBA_fnc_compatibleMagazines;
|
|
private _lastCompatMagCount = {_x in _compatMags} count GVAR(reloadMutex_lastMagazines);
|
|
private _curCompatMagCount = {_x in _compatMags} count _mags;
|
|
TRACE_3("",_wpnMzlConfig,_lastCompatMagCount,_curCompatMagCount);
|
|
if (_lastCompatMagCount - _curCompatMagCount != 1) exitWith {}; // check if magazines for our specific muzzle dropped by 1
|
|
|
|
private _gesture = getText (_wpnMzlConfig >> "reloadAction");
|
|
if (_gesture == "") exitWith {}; //Ignore weapons with no reload gesture (binoculars)
|
|
private _isLauncher = _weapon isKindOf ["Launcher", configFile >> "CfgWeapons"];
|
|
private _duration = 0;
|
|
if (_isLauncher) then {
|
|
_duration = getNumber (configfile >> "CfgMovesMaleSdr" >> "States" >> _gesture >> "speed");
|
|
};
|
|
if (_duration == 0) then {
|
|
_duration = getNumber (configfile >> "CfgGesturesMale" >> "States" >> _gesture >> "speed");
|
|
};
|
|
|
|
if (_duration != 0) then {
|
|
_duration = if (_duration < 0) then { abs _duration } else { 1 / _duration };
|
|
} else {
|
|
_duration = 6;
|
|
};
|
|
|
|
TRACE_2("Reloading, blocking gestures",_weapon,_duration);
|
|
GVAR(reloadingETA) = CBA_missionTime + _duration;
|
|
|
|
if (!GVAR(isReloading)) then {
|
|
GVAR(isReloading) = true;
|
|
|
|
[{
|
|
CBA_missionTime > GVAR(reloadingETA)
|
|
},{
|
|
GVAR(isReloading) = false;
|
|
}] call CBA_fnc_waitUntilAndExecute;
|
|
};
|
|
};
|
|
GVAR(reloadMutex_lastMagazines) = _mags;
|
|
}, true] call CBA_fnc_addPlayerEventHandler;
|
|
|
|
//////////////////////////////////////////////////
|
|
// Start the sway loop
|
|
//////////////////////////////////////////////////
|
|
["CBA_settingsInitialized", {
|
|
["multiplier", {
|
|
switch (true) do {
|
|
case (isWeaponRested ACE_player): {
|
|
GVAR(swayFactor) * GVAR(restedSwayFactor)
|
|
};
|
|
case (isWeaponDeployed ACE_player): {
|
|
GVAR(swayFactor) * GVAR(deployedSwayFactor)
|
|
};
|
|
default {
|
|
GVAR(swayFactor)
|
|
};
|
|
};
|
|
}, QUOTE(ADDON)] call FUNC(addSwayFactor);
|
|
|
|
[{
|
|
// frame after settingsInitialized to ensure all other addons have added their factors
|
|
if (GVAR(enableSway)) then {
|
|
call FUNC(swayLoop);
|
|
};
|
|
// check for pre-3.16 sway factors being added
|
|
if (!isNil {missionNamespace getVariable "ACE_setCustomAimCoef"}) then {
|
|
WARNING("ACE_setCustomAimCoef no longer supported - use ace_common_fnc_addSwayFactor");
|
|
WARNING_1("source: %1",(missionNamespace getVariable "ACE_setCustomAimCoef") apply {_x});
|
|
};
|
|
}] call CBA_fnc_execNextFrame;
|
|
}] call CBA_fnc_addEventHandler;
|
|
|
|
//////////////////////////////////////////////////
|
|
// Set up PlayerJIP eventhandler
|
|
//////////////////////////////////////////////////
|
|
|
|
// Lastly, do JIP events
|
|
// JIP Detection and event trigger. Run this at the very end, just in case anything uses it
|
|
// Note: usage of player is most likely on purpose
|
|
if (didJip) then {
|
|
// We are jipping! Get ready and wait, and throw the event
|
|
[{
|
|
if(!isNull player && GVAR(settingsInitFinished)) then {
|
|
["ace_playerJIP", [player]] call CBA_fnc_localEvent;
|
|
[_this select 1] call CBA_fnc_removePerFrameHandler;
|
|
};
|
|
}, 0, []] call CBA_fnc_addPerFrameHandler;
|
|
};
|
|
|
|
|
|
//////////////////////////////////////////////////
|
|
// CBA key input handling
|
|
//////////////////////////////////////////////////
|
|
|
|
//Device Handler:
|
|
GVAR(deviceKeyHandlingArray) = [];
|
|
GVAR(deviceKeyCurrentIndex) = -1;
|
|
|
|
// Register localizations for the Keybinding categories
|
|
["ACE3 Equipment", LLSTRING(ACEKeybindCategoryEquipment)] call CBA_fnc_registerKeybindModPrettyName;
|
|
["ACE3 Common", LLSTRING(ACEKeybindCategoryCommon)] call CBA_fnc_registerKeybindModPrettyName;
|
|
["ACE3 Weapons", LLSTRING(ACEKeybindCategoryWeapons)] call CBA_fnc_registerKeybindModPrettyName;
|
|
["ACE3 Movement", LLSTRING(ACEKeybindCategoryMovement)] call CBA_fnc_registerKeybindModPrettyName;
|
|
["ACE3 Scope Adjustment", LLSTRING(ACEKeybindCategoryScopeAdjustment)] call CBA_fnc_registerKeybindModPrettyName;
|
|
["ACE3 Vehicles", LLSTRING(ACEKeybindCategoryVehicles)] call CBA_fnc_registerKeybindModPrettyName;
|
|
|
|
["ACE3 Equipment", QGVAR(openDevice), LLSTRING(toggleHandheldDevice), {
|
|
[] call FUNC(deviceKeyFindValidIndex);
|
|
if (GVAR(deviceKeyCurrentIndex) == -1) exitWith {false};
|
|
[] call ((GVAR(deviceKeyHandlingArray) select GVAR(deviceKeyCurrentIndex)) select 3);
|
|
true
|
|
},
|
|
{false},
|
|
[0xC7, [false, false, false]], false] call CBA_fnc_addKeybind; //Home Key
|
|
|
|
["ACE3 Equipment", QGVAR(closeDevice), LLSTRING(closeHandheldDevice), {
|
|
[] call FUNC(deviceKeyFindValidIndex);
|
|
if (GVAR(deviceKeyCurrentIndex) == -1) exitWith {false};
|
|
[] call ((GVAR(deviceKeyHandlingArray) select GVAR(deviceKeyCurrentIndex)) select 4);
|
|
true
|
|
},
|
|
{false},
|
|
[0xC7, [false, true, false]], false] call CBA_fnc_addKeybind; //CTRL + Home Key
|
|
|
|
["ACE3 Equipment", QGVAR(cycleDevice), LLSTRING(cycleHandheldDevices), {
|
|
[1] call FUNC(deviceKeyFindValidIndex);
|
|
if (GVAR(deviceKeyCurrentIndex) == -1) exitWith {false};
|
|
private _displayName = ((GVAR(deviceKeyHandlingArray) select GVAR(deviceKeyCurrentIndex)) select 0);
|
|
private _iconImage = ((GVAR(deviceKeyHandlingArray) select GVAR(deviceKeyCurrentIndex)) select 1);
|
|
[_displayName, _iconImage] call FUNC(displayTextPicture);
|
|
true
|
|
},
|
|
{false},
|
|
[0xC7, [true, false, false]], false] call CBA_fnc_addKeybind; //SHIFT + Home Key
|
|
|
|
|
|
["ACE3 Weapons", QGVAR(unloadWeapon), LSTRING(unloadWeapon), {
|
|
private _unit = ACE_player;
|
|
|
|
// Conditions
|
|
if !([_unit, objNull, ["isNotInside"]] call FUNC(canInteractWith)) exitWith {false};
|
|
|
|
if !(_unit call CBA_fnc_canUseWeapon) exitWith {false};
|
|
|
|
(weaponState _unit) params ["_weapon", "_muzzle", "", "_magazine", "_ammo"];
|
|
|
|
// Check if there is any ammo
|
|
if (_ammo < 1) exitWith {false};
|
|
|
|
// Check if the unit has a weapon
|
|
if (_weapon == "") exitWith {false};
|
|
|
|
// Check if the unit has a weapon selected
|
|
if !(_weapon in [primaryWeapon _unit, handgunWeapon _unit, secondaryWeapon _unit]) exitWith {false};
|
|
|
|
// Statement
|
|
[_unit, _weapon, _muzzle, _magazine, _ammo, false] call FUNC(unloadUnitWeapon);
|
|
|
|
true
|
|
}, {false}, [19, [false, false, true]], false] call CBA_fnc_addKeybind; // Alt + R
|
|
|
|
["CBA_loadoutSet", {
|
|
params ["_unit", "_loadout"];
|
|
_loadout params ["_primaryWeaponArray"];
|
|
|
|
if ((_primaryWeaponArray param [0, ""]) == "ACE_FakePrimaryWeapon") then {
|
|
TRACE_1("Ignoring fake gun",_primaryWeaponArray);
|
|
_loadout set [0, []];
|
|
};
|
|
}] call CBA_fnc_addEventHandler;
|
|
|
|
GVAR(commonPostInited) = true;
|