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0321545098
* Add enable setting * Update test * Optimize eden macro * Fix bad command name in eden * Apply suggestions from code review Co-authored-by: jonpas <jonpas33@gmail.com> * Cleanup unused argument * Handle RHS config * Optimize init function a little * Improve macro Co-authored-by: jonpas <jonpas33@gmail.com> * compats and leftovers * function header (sorry jonpas) * add enabled check to initSupplyVehicle * use toString * fix validate * inheritance cleanup --------- Co-authored-by: jonpas <jonpas33@gmail.com> Co-authored-by: LinkIsGrim <salluci.lovi@gmail.com>
46 lines
1.9 KiB
Plaintext
46 lines
1.9 KiB
Plaintext
#include "script_component.hpp"
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GVAR(hardpointGroupsCache) = [] call CBA_fnc_createNamespace;
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GVAR(configTypesAdded) = [];
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GVAR(magazineNameCache) = [] call CBA_fnc_createNamespace;
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GVAR(originalMagazineNames) = [];
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[QGVAR(initSupplyVehicle), {
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TRACE_1("initSupplyVehicle EH",_this); // Warning: this can run before settings are init
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[FUNC(initSupplyVehicle), _this] call EFUNC(common,runAfterSettingsInit);
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}] call CBA_fnc_addEventHandler;
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["CBA_settingsInitialized", {
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TRACE_3("settingsInit",GVAR(enabled),GVAR(level),GVAR(supply));
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// need these events before enabled check for zeus rearm
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[QGVAR(rearmEntireVehicleSuccessEH), LINKFUNC(rearmEntireVehicleSuccess)] call CBA_fnc_addEventHandler;
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[QGVAR(rearmEntireVehicleSuccessLocalEH), LINKFUNC(rearmEntireVehicleSuccessLocal)] call CBA_fnc_addEventHandler;
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[QGVAR(makeDummyEH), LINKFUNC(makeDummy)] call CBA_fnc_addEventHandler;
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[QGVAR(rearmSuccessEH), LINKFUNC(rearmSuccess)] call CBA_fnc_addEventHandler;
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[QGVAR(rearmSuccessLocalEH), LINKFUNC(rearmSuccessLocal)] call CBA_fnc_addEventHandler;
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if (!GVAR(enabled)) exitWith {};
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["AllVehicles", "Init", LINKFUNC(initSupplyVehicle), true, ["Man", "StaticWeapon"], true] call CBA_fnc_addClassEventHandler;
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["ReammoBox_F", "Init", LINKFUNC(initSupplyVehicle), true, [], true] call CBA_fnc_addClassEventHandler;
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["House", "Init", LINKFUNC(initSupplyVehicle), true, [], true] call CBA_fnc_addClassEventHandler;
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// placed in editor static objects don't trigger init
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{
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_x call FUNC(initSupplyVehicle);
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} forEach allMissionObjects "Static";
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["ace_unconscious", LINKFUNC(handleUnconscious)] call CBA_fnc_addEventHandler;
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["vehicle", {
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params ["_unit"];
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[_unit] call FUNC(dropAmmo);
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}] call CBA_fnc_addPlayerEventHandler;
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if (isServer) then {
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addMissionEventHandler ["HandleDisconnect", {params ["_unit"]; [_unit] call FUNC(dropAmmo)}];
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};
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}] call CBA_fnc_addEventHandler;
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