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  1. private ["_dikCode","_handled","_primaryWeapon","_secondaryWeapon","_nearbyObjects","_nill","_shift","_ctrl","_alt","_dropPrimary","_dropSecondary","_iItem","_removed","_iPos","_radius","_item"];
  2. _dikCode = _this select 1;
  3. GlobalPreviewVariable = 1;
  4. _handled = false;
  5.  
  6. if (_dikCode in[0x02,0x03,0x04,0x58,0x57,0x44,0x43,0x42,0x41,0x40,0x3F,0x3E,0x3D,0x3C,0x3B,0x0B,0x0A,0x09,0x08,0x07,0x06,0x05]) then {
  7. _handled = true;
  8. };
  9.  
  10. if ((_dikCode == 0x3E or _dikCode == 0x0F or _dikCode == 0xD3)) then {
  11. if(diag_tickTime - dayz_lastCheckBit > 10) then {
  12. dayz_lastCheckBit = diag_tickTime;
  13. call dayz_forceSave;
  14. };
  15. call dayz_EjectPlayer;
  16. };
  17.  
  18. // esc
  19. if (_dikCode == 0x01) then {
  20. DZE_cancelBuilding = true;
  21. call dayz_EjectPlayer;
  22. };
  23. // Disable ESC after death
  24. if (_dikCode == 0x01 && r_player_dead) then {
  25. _handled = true;
  26. };
  27.  
  28. // surrender
  29. if (_dikCode in actionKeys "Surrender") then {
  30.  
  31. _vehicle = vehicle player;
  32. _inVehicle = (_vehicle != player);
  33. _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
  34. _canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder and !_inVehicle);
  35.  
  36. if (_canDo and !DZE_Surrender and !(player isKindOf "PZombie_VB")) then {
  37. DZE_Surrender = true;
  38. _dropPrimary = false;
  39. _dropSecondary = false;
  40.  
  41. _primaryWeapon = primaryWeapon player;
  42. if (_primaryWeapon != "") then {_dropPrimary = true;};
  43. _secondaryWeapon = "";
  44. {
  45. if ((getNumber (configFile >> "CfgWeapons" >> _x >> "Type")) == 2) exitWith {
  46. _secondaryWeapon = _x;
  47. };
  48. } forEach (weapons player);
  49. if (_secondaryWeapon != "") then {_dropSecondary = true;};
  50.  
  51. if (_dropPrimary or _dropSecondary) then {
  52. player playActionNow "PutDown";
  53. _iPos = getPosATL player;
  54. _radius = 1;
  55. _item = createVehicle ["WeaponHolder", _iPos, [], _radius, "CAN_COLLIDE"];
  56. _item setposATL _iPos;
  57. if (_dropPrimary) then {
  58. _iItem = _primaryWeapon;
  59. _removed = ([player,_iItem,1] call BIS_fnc_invRemove);
  60. if (_removed == 1) then {
  61. _item addWeaponCargoGlobal [_iItem,1];
  62. };
  63. };
  64. if (_dropSecondary) then {
  65. _iItem = _secondaryWeapon;
  66. _removed = ([player,_iItem,1] call BIS_fnc_invRemove);
  67. if (_removed == 1) then {
  68. _item addWeaponCargoGlobal [_iItem,1];
  69. };
  70. };
  71. player reveal _item;
  72. };
  73.  
  74. // set publicvariable that allows other player to access gear
  75. player setVariable ["DZE_Surrendered", true, true];
  76. // surrender animation
  77. player playMove "AmovPercMstpSsurWnonDnon";
  78. };
  79. _handled = true;
  80. };
  81.  
  82. if (_dikCode in actionKeys "MoveForward") exitWith {r_interrupt = true; if (DZE_Surrender) then {call dze_surrender_off};};
  83. if (_dikCode in actionKeys "MoveLeft") exitWith {r_interrupt = true; if (DZE_Surrender) then {call dze_surrender_off};};
  84. if (_dikCode in actionKeys "MoveRight") exitWith {r_interrupt = true; if (DZE_Surrender) then {call dze_surrender_off};};
  85. if (_dikCode in actionKeys "MoveBack") exitWith {r_interrupt = true; if (DZE_Surrender) then {call dze_surrender_off};};
  86.  
  87. //Prevent exploit of drag body
  88. if ((_dikCode in actionKeys "Prone") and r_drag_sqf) exitWith { force_dropBody = true; };
  89. if ((_dikCode in actionKeys "Crouch") and r_drag_sqf) exitWith { force_dropBody = true; };
  90.  
  91. _shift = _this select 2;
  92. _ctrl = _this select 3;
  93. _alt = _this select 4;
  94.  
  95. //diag_log format["Keypress: %1", _this];
  96. if ((_dikCode in actionKeys "Gear") and (vehicle player != player) and !_shift and !_ctrl and !_alt && !dialog) then {
  97. createGearDialog [player, "RscDisplayGear"];
  98. _handled = true;
  99. };
  100.  
  101. if (_dikCode in (actionKeys "GetOver")) then {
  102.  
  103. if (player isKindOf "PZombie_VB") then {
  104. _handled = true;
  105. DZE_PZATTACK = true;
  106. } else {
  107. _nearbyObjects = nearestObjects[getPosATL player, dayz_disallowedVault, 8];
  108. if (count _nearbyObjects > 0) then {
  109. if((diag_tickTime - dayz_lastCheckBit > 4)) then {
  110. [objNull, player, rSwitchMove,"GetOver"] call RE;
  111. player playActionNow "GetOver";
  112. dayz_lastCheckBit = diag_tickTime;
  113. } else {
  114. _handled = true;
  115. };
  116. };
  117. };
  118. };
  119. //if (_dikCode == 57) then {_handled = true}; // space
  120. //if (_dikCode in actionKeys 'MoveForward' or _dikCode in actionKeys 'MoveBack') then {r_interrupt = true};
  121. if (_dikCode == 210) then {
  122. createDialog "horde_journal_front_cover";
  123. };
  124.  
  125. if (_dikCode in actionKeys "ForceCommandingMode") then {_handled = true};
  126. if (_dikCode in actionKeys "PushToTalk" and (diag_tickTime - dayz_lastCheckBit > 10)) then {
  127. dayz_lastCheckBit = diag_tickTime;
  128. [player,50,true,(getPosATL player)] spawn player_alertZombies;
  129. };
  130. if (_dikCode in actionKeys "VoiceOverNet" and (diag_tickTime - dayz_lastCheckBit > 10)) then {
  131. dayz_lastCheckBit = diag_tickTime;
  132. [player,50,true,(getPosATL player)] spawn player_alertZombies;
  133. };
  134. if (_dikCode in actionKeys "PushToTalkDirect" and (diag_tickTime - dayz_lastCheckBit > 10)) then {
  135. dayz_lastCheckBit = diag_tickTime;
  136. [player,15,false,(getPosATL player)] spawn player_alertZombies;
  137. };
  138. if (_dikCode in actionKeys "Chat" and (diag_tickTime - dayz_lastCheckBit > 10)) then {
  139. dayz_lastCheckBit = diag_tickTime;
  140. [player,15,false,(getPosATL player)] spawn player_alertZombies;
  141. };
  142. if (_dikCode in actionKeys "User20" and (diag_tickTime - dayz_lastCheckBit > 5)) then {
  143. dayz_lastCheckBit = diag_tickTime;
  144. createDialog "horde_journal_front_cover";
  145. };
  146.  
  147. // numpad 8 0x48 now pgup 0xC9 1
  148. if ((_dikCode == 0xC9 and (!_alt or !_ctrl)) or (_dikCode in actionKeys "User15")) then {
  149. DZE_Q = true;
  150. };
  151. // numpad 2 0x50 now pgdn 0xD1
  152. if ((_dikCode == 0xD1 and (!_alt or !_ctrl)) or (_dikCode in actionKeys "User16")) then {
  153. DZE_Z = true;
  154. };
  155.  
  156.  
  157. // numpad 8 0x48 now pgup 0xC9 0.1
  158. if ((_dikCode == 0xC9 and (_alt and !_ctrl)) or (_dikCode in actionKeys "User13")) then {
  159. DZE_Q_alt = true;
  160. };
  161. // numpad 2 0x50 now pgdn 0xD1
  162. if ((_dikCode == 0xD1 and (_alt and !_ctrl)) or (_dikCode in actionKeys "User14")) then {
  163. DZE_Z_alt = true;
  164. };
  165.  
  166.  
  167. // numpad 8 0x48 now pgup 0xC9 0.01
  168. if ((_dikCode == 0xC9 and (!_alt and _ctrl)) or (_dikCode in actionKeys "User7")) then {
  169. DZE_Q_ctrl = true;
  170. };
  171. // numpad 2 0x50 now pgdn 0xD1
  172. if ((_dikCode == 0xD1 and (!_alt and _ctrl)) or (_dikCode in actionKeys "User8")) then {
  173. DZE_Z_ctrl = true;
  174. };
  175.  
  176.  
  177.  
  178.  
  179. // numpad 4 0x4B now Q 0x10
  180. if (_dikCode == 0x10 or (_dikCode in actionKeys "User17")) then {
  181. DZE_4 = true;
  182. };
  183. // numpad 6 0x4D now E 0x12
  184. if (_dikCode == 0x12 or (_dikCode in actionKeys "User18")) then {
  185. DZE_6 = true;
  186. };
  187. // numpad 5 0x4C now space 0x39
  188. if (_dikCode == 0x39 or (_dikCode in actionKeys "User19")) then {
  189. DZE_5 = true;
  190. };
  191.  
  192. // F key
  193. if ((_dikCode == 0x21 and (!_alt and !_ctrl)) or (_dikCode in actionKeys "User6")) then {
  194. DZE_F = true;
  195. };
  196.  
  197. if(DZGMScript)then{
  198. //DZGM
  199. if ((_dikCode == 0xDB) or (_dikCode == 0xDC)) then {
  200. if (tagname) then {tagname = false;} else {tagname = true;};
  201. };
  202. if (_dikCode in actionKeys "TacticalView") then {
  203. execVM "scripts\dzgm\noTactical.sqf";
  204. };
  205.  
  206. if (_dikCode == 0x9D) then {
  207. if (dialog) then {closeDialog 0;groupManagementActive = false;} else {execVM "scripts\dzgm\loadGroupManagement.sqf";};
  208. };
  209. };
  210.  
  211. if(JournalScript)then{
  212. //Journal
  213. if (_dikCode == 0x24) then {
  214. createDialog "horde_journal_front_cover";
  215. };
  216. };
  217.  
  218. //Debug Monitor
  219. if (_dikCode == 0x44) then {
  220. if (debugMonitor) then {
  221. debugMonitor = false;
  222. hintSilent "";
  223. } else {
  224. debugMonitor = true;
  225. [] spawn fnc_debug;
  226. };
  227. };
  228.  
  229. if (_dikCode == 0x3F) then {
  230. PreviewLoop = false;
  231. (findDisplay 46) displayRemoveEventHandler ['KeyDown', PreviewAbortHotkey];
  232. (findDisplay 46) displayRemoveEventHandler ['KeyDown', PreviewRotateHotkey];
  233. (findDisplay 46) displayRemoveEventHandler ['KeyDown', PreviewZoomHotkey];
  234. VehiclePreview_Camera cameraEffect ["terminate","back"];
  235. camDestroy VehiclePreview_Camera;
  236. SkinPreview_Camera cameraEffect ["terminate","back"];
  237. camDestroy SkinPreview_Camera;
  238. player setVariable["Preview",false,true];
  239. deleteVehicle previewUnit;
  240. deleteVehicle previewVehicle;
  241. previewVehicle = objNull;
  242. previewUnit = objNull;
  243. _handled = true;
  244. };
  245.  
  246. //Advanced alchemy
  247. // num 1, 2 or 3 above qwerty
  248. if (_dikCode == 0x02) then {
  249. AAC_1 = true;
  250. };
  251. if (_dikCode == 0x03) then {
  252. AAC_2 = true;
  253. };
  254. if (_dikCode == 0x04) then {
  255. AAC_3 = true;
  256. };
  257. if (_dikCode == 0xDB) then {
  258. if (tagName) then {tagName = false;titleText ["Group name tags OFF","PLAIN DOWN"];titleFadeOut 4;} else {tagName = true;titleText ["Group name tags ON","PLAIN DOWN"];titleFadeOut 4;};
  259. _handled = true;
  260. };
  261.  
  262. if (_dikCode in actionKeys "TacticalView") then {_handled = true;};
  263. _handled
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