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42 lines
1.5 KiB
Plaintext
42 lines
1.5 KiB
Plaintext
// by commy2
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#include "script_component.hpp"
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// fixes laser when being captured. Needed, because the selectionpsoition of the right hand is used
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["SetHandcuffed", {if (_this select 1) then {(_this select 0) action ["GunLightOff", _this select 0]};}] call EFUNC(common,addEventHandler);
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//If user has ASDG JR without the compat patch, then ace's' laser pointers won't be compatible with anything
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if ((isClass (configFile >> "CfgPatches" >> "asdg_jointrails")) && {!(isClass (configFile >> "CfgPatches" >> "ace_asdg_comp"))}) then {
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diag_log text format ["[ACE_laserpointer] - ASDG Joint Rails but no ace_asdg_comp"];
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};
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if !(hasInterface) exitWith {};
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GVAR(nearUnits) = [];
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#include "initKeybinds.sqf"
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["SettingsInitialized", {
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//If not enabled, dont't add draw eventhandler or PFEH (for performance)
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if (!GVAR(enabled)) exitWith {};
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// @todo. Maybe move to common?
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[{
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private "_nearUnits";
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_nearUnits = [];
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{
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_nearUnits append crew _x;
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if (count _nearUnits > 10) exitWith {
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_nearUnits resize 10;
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};
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} forEach nearestObjects [positionCameraToWorld [0,0,0], ["AllVehicles"], 50]; // when moving this, search also for units inside vehicles. currently breaks the laser in FFV
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GVAR(nearUnits) = _nearUnits;
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} , 5, []] call CBA_fnc_addPerFrameHandler;
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addMissionEventHandler ["Draw3D", {
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call FUNC(onDraw);
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}];
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}] call EFUNC(common,addEventHandler);
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