ACE3/addons/trenches/XEH_postInit.sqf

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#include "script_component.hpp"
if (isServer) then {
// Cancel dig on hard disconnection. Function is identical to killed
addMissionEventHandler ["HandleDisconnect", {_this call FUNC(handleKilled)}];
};
if (!hasInterface) exitWith {};
GVAR(trenchId) = 0;
GVAR(trench) = objNull;
GVAR(digPFH) = -1;
GVAR(digDirection) = 0;
// Cancel dig sandbag if interact menu opened
["ace_interactMenuOpened", {[ACE_player] call FUNC(handleInteractMenuOpened)}] call CBA_fnc_addEventHandler;
// Cancel dig on player change. This does work when returning to lobby, but not when hard disconnecting.
["unit", FUNC(handlePlayerChanged)] call CBA_fnc_addPlayerEventHandler;
["loadout", FUNC(handlePlayerInventoryChanged)] call CBA_fnc_addPlayerEventHandler;
["vehicle", {[ACE_player, objNull] call FUNC(handlePlayerChanged)}] call CBA_fnc_addPlayerEventHandler;
// handle waking up dragged unit and falling unconscious while dragging
["ace_unconscious", {_this call FUNC(handleUnconscious)}] call CBA_fnc_addEventHandler;
//@todo Captivity?