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ca71375259
* Use the doApplyHandcuffs function that cabletie * Update XEH_postInit.sqf
58 lines
2.6 KiB
Plaintext
58 lines
2.6 KiB
Plaintext
#include "script_component.hpp"
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#include "\a3\editor_f\Data\Scripts\dikCodes.h"
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["ace_settingsInitialized", {
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// Hold on a little bit longer to ensure anims will work
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[{
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GVAR(captivityEnabled) = true;
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}, [], 0.05] call CBA_fnc_waitAndExecute;
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}] call CBA_fnc_addEventHandler;
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//Handles when someone starts escorting and then disconnects, leaving the captive attached
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//This is normaly handled by the PFEH in doEscortCaptive, but that won't be running if they DC
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if (isServer) then {
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addMissionEventHandler ["HandleDisconnect", {
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params ["_disconnectedPlayer"];
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private _escortedUnit = _disconnectedPlayer getVariable [QGVAR(escortedUnit), objNull];
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if ((!isNull _escortedUnit) && {(attachedTo _escortedUnit) == _disconnectedPlayer}) then {
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detach _escortedUnit;
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};
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if (_disconnectedPlayer getVariable [QGVAR(isEscorting), false]) then {
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_disconnectedPlayer setVariable [QGVAR(isEscorting), false, true];
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};
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}];
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};
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["unit", FUNC(handlePlayerChanged)] call CBA_fnc_addPlayerEventHandler;
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[QGVAR(moveInCaptive), FUNC(vehicleCaptiveMoveIn)] call CBA_fnc_addEventHandler;
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[QGVAR(moveOutCaptive), FUNC(vehicleCaptiveMoveOut)] call CBA_fnc_addEventHandler;
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[QGVAR(setHandcuffed), FUNC(setHandcuffed)] call CBA_fnc_addEventHandler;
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[QGVAR(setSurrendered), FUNC(setSurrendered)] call CBA_fnc_addEventHandler;
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//Medical Integration Events
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["ace_unconscious", FUNC(handleOnUnconscious)] call CBA_fnc_addEventHandler;
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if (!hasInterface) exitWith {};
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["ACE3 Common", QGVAR(captives), [(localize LSTRING(SetCaptive)), (localize LSTRING(KeyComb_description))],
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{
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private _target = cursorObject;
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if !([ACE_player, _target, []] call EFUNC(common,canInteractWith)) exitWith {false};
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if !(_target isKindOf "CAManBase") exitWith {false};
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if ((_target distance ACE_player) > getNumber (configFile >> "CfgVehicles" >> "CAManBase" >> "ACE_Actions" >> "ACE_ApplyHandcuffs" >> "distance")) exitWith {false};
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if ([ACE_player, _target] call FUNC(canApplyHandcuffs)) exitWith {
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[ACE_player, _target] call FUNC(doApplyHandcuffs);
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true
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};
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false
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},
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{false},
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[DIK_F1, [true, false, false]], true] call CBA_fnc_addKeybind; // Shift + F1
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["isNotEscorting", {!GETVAR(_this select 0,GVAR(isEscorting),false)}] call EFUNC(common,addCanInteractWithCondition);
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["isNotHandcuffed", {!GETVAR(_this select 0,GVAR(isHandcuffed),false)}] call EFUNC(common,addCanInteractWithCondition);
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["isNotSurrendering", {!GETVAR(_this select 0,GVAR(isSurrendering),false)}] call EFUNC(common,addCanInteractWithCondition);
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