Epoch/Sources/epoch_code/compile/setup/EPOCH_clientInit.sqf
He-Man 12e5746c82 Snap Helper + BE kicks
- Helper 3D-Icon + Line on the part, where element is snapped on (while
Base-Building)
- "PLAYER_REJECT_ServerVersion" kick, if connecting with older version
2018-02-01 18:52:55 +01:00

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/*
Author: Aaron Clark - EpochMod.com
Contributors:
Description:
Initalize player variables
Licence:
Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike
Github:
https://github.com/EpochModTeam/Epoch/tree/release/Sources/epoch_code/compile/setup/EPOCH_clientInit.sqf
Example:
call EPOCH_clientInit;
Parameter(s):
NONE
Returns:
NOTHING
*/
EPOCH_buildMode = 0;
EPOCH_buildDirection = 0;
EPOCH_buildDirectionPitch = 0;
EPOCH_buildDirectionRoll = 0;
EPOCH_target_attachedTo = player;
EPOCH_debugMode = false;
EPOCH_snapDirection = 0;
EPOCH_stabilityTarget = objNull;
EPOCH_equippedItem_PVS = [];
EPOCH_pendingP2ptradeTarget = objNull;
EPOCH_lastNPCtradeTarget = objNull;
EPOCH_lastJumptime = diag_tickTime;
EPOCH_lastAGTime = diag_tickTime;
EPOCH_lastMineRocks = diag_tickTime;
EPOCH_target = objNull;
EPOCH_Z_OFFSET = 0;
EPOCH_X_OFFSET = 0;
EPOCH_Y_OFFSET = 5;
EPOCH_arr_snapPoints = [];
EPOCH_arr_snapObjects = [];
EPOCH_prevTarget = objNull;
EPOCH_interactOption = 0;
EPOCH_playerStaminaMax = 100;
{
missionNamespace setVariable [format ["EPOCH_player%1",_x],EPOCH_defaultVars select _forEachIndex];
}forEach EPOCH_customVars;
// suppress group chatter
0 fadeRadio 0;
enableSentences false;
enableRadio false;
player setVariable["BIS_noCoreConversations", true];
EPOCH_ArmaSlingLoad = true;
_r3fON = if(!isNil "R3F_LOG_CFG_can_lift")then{if!(R3F_LOG_CFG_can_lift isEqualTo [])then{true}else{false}}else{false};
_advSling = if(!isNil "ASL_ROPE_INIT")then{if(ASL_ROPE_INIT)then{true}else{false}}else{false};
if (_r3fON || _advSling)then{
EPOCH_ArmaSlingLoad = false;
};
// handle actions, prevactions, nextactions
inGameUISetEventHandler ["Action", "if(!(_this isEqualTo []) && !(_this select 10 in ['PrevAction','NextAction']))then{_this call EPOCH_handleUIActions}"];
//inGameUISetEventHandler ["NextAction", "_this call EPOCH_handleUIActions"];
//inGameUISetEventHandler ["PrevAction", "_this call EPOCH_handleUIActions"];