Epoch/Sources/epoch_code/compile/traders/EPOCH_startInteract.sqf

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// TODO remove unused file
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//[[[cog import generate_private_arrays ]]]
private ["_dialog","_forceGear","_handled","_target","_targets","_vehicle"];
//[[[end]]]
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closeDialog 0;
_dialog = "";
_handled = false;
_forceGear = false;
_target = objNull;
Release 0.3.8 (#502) * first build for 0.3.8 * 0.3.8.0190 * 0.3.8.0202 * 0.3.8.0213 * 0.3.7.0214 * 0.3.8.0222 * 0.3.8.0246 * 0.3.8.0247 fixed typo * 0.3.8.0249 more fixes for server compiler * 0.3.8.0256 * add build number and simple batch file for packing * match build number with internal * add build numbers to server pbo's and mission files also reworked build script for more options * 0.3.8.0261 * 0.3.8.0261 * 0.3.8.0283 * 0.3.8.0284 * changelog * 0.3.8.0307 * 0.3.8.0311 * remove old BEC plugin * update redis-server.exe to latest build and full config * 0.3.8.0314 * 0.3.8.0315 * inverse logic This should correctly prevent spawning these units nearby jammer or protection zones * use pushbackUnique here * optimized loot function by using selectRandom instead of slower sqf logic * 0.3.8.0316 * make use of new getDir functionality instead of BIS fnc * add lower disconnect value to server.cfg * use new getpos functionality * 0.3.8.0317 * 0.3.8.0319 * 0.3.8.0327 * 0.3.8.0338 changelog update tba * changelog * 0.3.8.0341 * BE update * 0.3.8.0353 * changelog * removed duplicates * 0.3.8.0355 fixed error in getIDC * 0.3.8.0356 revert to BIS_fnc_param as params threw errors * 0.3.8.0357 fixes for #496 #497 * 0.3.8.0359 fixed #497 fixed #496 * 0.3.8.0365 * 0.3.8.0371 * 0.3.8.0373 * 0.3.8.0379 * 0.3.8.0381 * 0.3.8.0386 * 0.3.8.0393 * 0.3.8.0395 * 0.3.8.0396 * 0.3.8.0397 * 0.3.8.0406 * 0.3.8.0409 * 0.3.8.0410 loot balance suppress error in spawnloot make near object check based on building size * 0.3.8.0412 * 0.3.8.0414 removed classes with scope 0 test remove loot trash on gear for #498 fixed #501 * 0.3.8.0415 * same
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// params ["_ctrl"];
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_vehicle = vehicle player;
if (_vehicle != player) exitWith {false};
if (!isNull cursorTarget) then {
if ((player distance cursorTarget) < 6) then {
_target = cursorTarget;
};
};
if (isNull _target) then {
_targets = nearestObjects [player, ["WeaponHolder", "WeaponHolderSimulated"], 3];
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if !(_targets isEqualTo []) then {
_target = _targets select 0;
_forceGear = true;
};
};
if (!isNull _target) then {
if (_forceGear) then {
player action ["Gear", _target];
_handled = true;
} else {
if (_dialog != "") then {
_handled = createdialog _dialog;
setMousePosition [0.5, 0.5];
};
};
};
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_handled