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* Merge ACEX - first attempt Backwards compatibility with XGVAR set of macros used on all settings and config entries Public API functions not taken into account yet, many other things probably still missed * Resolve issues * Switch to addSetting, backward compatible CfgPatches, missed XGVAR. * Remove unnecessary backwards compat * Convert ACEX Categorised settings to initSettings / Fix Intel items magazine * Apply suggestions from code review Co-authored-by: PabstMirror <pabstmirror@gmail.com> * Remove maintainers from merged ACEX components * Cleanup unused module and faction classes * Sitting - Add more object configs by @Dystopian https://github.com/acemod/ACEX/pull/255 * Translations - Add Japanese by @classicarma https://github.com/acemod/ACEX/pull/259 * Kill Tracker - Add killtracker.inc public include file by @Freddo3000" https://github.com/acemod/ACEX/pull/251 * Add ACEX authors and sort authors file * acex - final tweaks (#8513) * acex - handle old funcs * replace thirst/hunger setvars to acex naming fix macro Revert "fix macro" This reverts commit d807e5e804c43916eaa42d34a89af94c6d9a48ad. Revert "replace thirst/hunger setvars to acex naming" This reverts commit bafc607884932d6e339daedc7c22e25dddbdd868. x Co-authored-by: TyroneMF <TyroneMF@hotmail.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
27 lines
1007 B
Plaintext
27 lines
1007 B
Plaintext
#include "script_component.hpp"
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// Exit on Headless
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if (!hasInterface) exitWith {};
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["ace_settingsInitialized", {
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TRACE_1("SettingInit", XGVAR(enable));
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// If not enabled, then do not add CanInteractWith Condition or event handlers
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if (!XGVAR(enable)) exitWith {};
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// Initialize classes as they spawn
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["ThingX", "init", FUNC(addSitActions), nil, nil, true] call CBA_fnc_addClassEventHandler;
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// Initialize statically defined benches (also appear as world objects, no class EH thrown)
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{
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[_x] call FUNC(addSitActions);
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} forEach [BENCHES];
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// Add interaction menu exception
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["isNotSitting", {isNil {(_this select 0) getVariable QGVAR(sittingStatus)}}] call EFUNC(common,addCanInteractWithCondition);
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// Handle interruptions
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["ace_unconscious", {_this call DFUNC(handleInterrupt)}] call CBA_fnc_addEventHandler;
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["ace_captives_SetHandcuffed", {_this call DFUNC(handleInterrupt)}] call CBA_fnc_addEventHandler;
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}] call CBA_fnc_addEventHandler;
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