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mosco131

key_handler

Jan 12th, 2019
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  1. #include "..\..\script_macros.hpp"
  2. /*
  3. * File: fn_keyHandler.sqf
  4. * Author: Bryan "Tonic" Boardwine
  5. *
  6. * Description:
  7. * Main key handler for event 'keyDown'.
  8. */
  9. private ["_handled","_shift","_alt","_code","_ctrl","_alt","_ctrlKey","_veh","_locked","_interactionKey","_mapKey","_interruptionKeys"];
  10. _ctrl = _this select 0;
  11. _code = _this select 1;
  12. _shift = _this select 2;
  13. _ctrlKey = _this select 3;
  14. _alt = _this select 4;
  15. _speed = speed cursorObject;
  16. _handled = false;
  17.  
  18. _interactionKey = if (count (actionKeys "User10") isEqualTo 0) then {219} else {(actionKeys "User10") select 0};
  19. _mapKey = (actionKeys "ShowMap" select 0);
  20. //hint str _code;
  21. _interruptionKeys = [17,30,31,32]; //A,S,W,D
  22.  
  23. //Vault handling...
  24. if ((_code in (actionKeys "GetOver") || _code in (actionKeys "salute") || _code in (actionKeys "SitDown") || _code in (actionKeys "Throw") || _code in (actionKeys "GetIn") || _code in (actionKeys "GetOut") || _code in (actionKeys "Fire") || _code in (actionKeys "ReloadMagazine") || _code in [16,18]) && ((player getVariable ["restrained",false]) || (player getVariable ["playerSurrender",false]) || life_isknocked || life_istazed)) exitWith {
  25. true;
  26. };
  27.  
  28. if (life_action_inUse) exitWith {
  29. if (!life_interrupted && _code in _interruptionKeys) then {life_interrupted = true;};
  30. _handled;
  31. };
  32.  
  33. //Hotfix for Interaction key not being able to be bound on some operation systems.
  34. if (!(count (actionKeys "User10") isEqualTo 0) && {(inputAction "User10" > 0)}) exitWith {
  35. //Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10)
  36. if (!life_action_inUse) then {
  37. [] spawn {
  38. private "_handle";
  39. _handle = [] spawn life_fnc_actionKeyHandler;
  40. waitUntil {scriptDone _handle};
  41. life_action_inUse = false;
  42. };
  43. };
  44. true;
  45. };
  46.  
  47. if (life_container_active) then {
  48. switch (_code) do {
  49. //space key
  50. case 57: {
  51. [] spawn life_fnc_placestorage;
  52. };
  53. };
  54. true;
  55. };
  56.  
  57. switch (_code) do {
  58. // -- Disable commander/tactical view
  59. if (LIFE_SETTINGS(getNumber,"disableCommanderView") isEqualTo 1) then {
  60. private _CommandMode = actionKeys "tacticalView";
  61.  
  62. if (_code in _CommandMode) then {
  63. hint localize "STR_NOTF_CommanderView";
  64. _handled = true;
  65. };
  66. };
  67.  
  68. //Space key for Jumping
  69. case 57: {
  70. if (isNil "jumpActionTime") then {jumpActionTime = 0;};
  71. if (_shift && {!(animationState player isEqualTo "AovrPercMrunSrasWrflDf")} && {isTouchingGround player} && {stance player isEqualTo "STAND"} && {speed player > 2} && {!life_is_arrested} && {((velocity player) select 2) < 2.5} && {time - jumpActionTime > 1.5}) then {
  72. jumpActionTime = time; //Update the time.
  73. [player] remoteExec ["life_fnc_jumpFnc",RANY]; //Global execution
  74. _handled = true;
  75. };
  76. };
  77.  
  78. //Surrender (Shift + B)
  79. case 48: {
  80. if (_shift) then {
  81. if (player getVariable ["playerSurrender",false]) then {
  82. player setVariable ["playerSurrender",false,true];
  83. } else {
  84. [] spawn life_fnc_surrender;
  85. };
  86. _handled = true;
  87. };
  88. };
  89.  
  90. //Map Key
  91. case _mapKey: {
  92. switch (playerSide) do {
  93. case west: {if (!visibleMap) then {[] spawn life_fnc_copMarkers;}};
  94. case independent: {if (!visibleMap) then {[] spawn life_fnc_medicMarkers;}};
  95. case civilian: {if (!visibleMap) then {[] spawn life_fnc_civMarkers;}};
  96. };
  97. };
  98.  
  99. //Holster / recall weapon. (Shift + H)
  100. case 35: {
  101. if (_shift && !_ctrlKey && !(currentWeapon player isEqualTo "")) then {
  102. life_curWep_h = currentWeapon player;
  103. player action ["SwitchWeapon", player, player, 100];
  104. player switchCamera cameraView;
  105. };
  106.  
  107. if (!_shift && _ctrlKey && !isNil "life_curWep_h" && {!(life_curWep_h isEqualTo "")}) then {
  108. if (life_curWep_h in [primaryWeapon player,secondaryWeapon player,handgunWeapon player]) then {
  109. player selectWeapon life_curWep_h;
  110. };
  111. };
  112. };
  113.  
  114. //Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10)
  115. case _interactionKey: {
  116. if (!life_action_inUse) then {
  117. [] spawn {
  118. private "_handle";
  119. _handle = [] spawn life_fnc_actionKeyHandler;
  120. waitUntil {scriptDone _handle};
  121. life_action_inUse = false;
  122. };
  123. };
  124. };
  125.  
  126. //Restraining (Shift + R)
  127. case 19: {
  128. if (_shift) then {_handled = true;};
  129. if (_shift && playerSide isEqualTo west && {!isNull cursorObject} && {cursorObject isKindOf "Man"} && {(isPlayer cursorObject)} && {(side cursorObject in [civilian,independent])} && {alive cursorObject} && {cursorObject distance player < 3.5} && {!(cursorObject getVariable "Escorting")} && {!(cursorObject getVariable "restrained")} && {speed cursorObject < 1}) then {
  130. [] call life_fnc_restrainAction;
  131. };
  132. };
  133.  
  134. //Knock out, this is experimental and yeah... (Shift + G)
  135. case 34: {
  136. if (_shift) then {_handled = true;};
  137. if (_shift && playerSide isEqualTo civilian && !isNull cursorObject && cursorObject isKindOf "Man" && isPlayer cursorObject && alive cursorObject && cursorObject distance player < 4 && speed cursorObject < 1) then {
  138. if ((animationState cursorObject) != "Incapacitated" && (currentWeapon player == primaryWeapon player || currentWeapon player == handgunWeapon player) && currentWeapon player != "" && !life_knockout && !(player getVariable ["restrained",false]) && !life_istazed && !life_isknocked) then {
  139. [cursorObject] spawn life_fnc_knockoutAction;
  140. };
  141. };
  142. };
  143.  
  144. //T Key (Trunk)
  145. case 20: {
  146. if (!_alt && !_ctrlKey && !dialog && {!life_action_inUse}) then {
  147. if (!(isNull objectParent player) && alive vehicle player) then {
  148. if ((vehicle player) in life_vehicles) then {
  149. [vehicle player] spawn life_fnc_openInventory;
  150. };
  151. } else {
  152. private "_list";
  153. _list = ((ASLtoATL (getPosASL player)) nearEntities [["Box_IND_Grenades_F","B_supplyCrate_F"], 2.5]) select 0;
  154. if (!(isNil "_list")) then {
  155. _house = nearestObject [(ASLtoATL (getPosASL _list)), "House"];
  156. if (_house getVariable ["locked", false]) then {
  157. hint localize "STR_House_ContainerDeny";
  158. } else {
  159. [_list] spawn life_fnc_openInventory;
  160. };
  161. } else {
  162. _list = ["landVehicle","Air","Ship"];
  163. if (KINDOF_ARRAY(cursorObject,_list) && {player distance cursorObject < 7} && {isNull objectParent player} && {alive cursorObject} && {!life_action_inUse}) then {
  164. if (cursorObject in life_vehicles || {locked cursorObject isEqualTo 0}) then {
  165. [cursorObject] spawn life_fnc_openInventory;
  166. };
  167. };
  168. };
  169. };
  170. };
  171. };
  172.  
  173. //L Key?
  174. case 38: {
  175. //If cop run checks for turning lights on.
  176. if (_shift && playerSide in [west,independent]) then {
  177. if (!(isNull objectParent player) && (typeOf vehicle player) in ["C_Offroad_01_F","B_MRAP_01_F","C_SUV_01_F","C_Hatchback_01_sport_F","B_Heli_Light_01_F","B_Heli_Transport_01_F"]) then {
  178. if (!isNil {vehicle player getVariable "lights"}) then {
  179. if (playerSide isEqualTo west) then {
  180. [vehicle player] call life_fnc_sirenLights;
  181. } else {
  182. [vehicle player] call life_fnc_medicSirenLights;
  183. };
  184. _handled = true;
  185. };
  186. };
  187. };
  188.  
  189. if (!_alt && !_ctrlKey) then { [] call life_fnc_radar; };
  190. };
  191.  
  192. //Y Player Menu
  193. case 21: {
  194. if (!_alt && !_ctrlKey && !dialog && !(player getVariable ["restrained",false]) && {!life_action_inUse}) then {
  195. [] call life_fnc_p_openMenu;
  196. };
  197. };
  198.  
  199. //F Key
  200. case 33: {
  201. if (playerSide in [west,independent] && {vehicle player != player} && {!life_siren_active} && {((driver vehicle player) == player)}) then {
  202. [] spawn {
  203. life_siren_active = true;
  204. sleep 4.7;
  205. life_siren_active = false;
  206. };
  207.  
  208. _veh = vehicle player;
  209. if (isNil {_veh getVariable "siren"}) then {_veh setVariable ["siren",false,true];};
  210. if ((_veh getVariable "siren")) then {
  211. titleText [localize "STR_MISC_SirensOFF","PLAIN"];
  212. _veh setVariable ["siren",false,true];
  213. } else {
  214. titleText [localize "STR_MISC_SirensON","PLAIN"];
  215. _veh setVariable ["siren",true,true];
  216. if (playerSide isEqualTo west) then {
  217. [_veh] remoteExec ["life_fnc_copSiren",RCLIENT];
  218. } else {
  219. [_veh] remoteExec ["life_fnc_medicSiren",RCLIENT];
  220. };
  221. };
  222. };
  223. };
  224.  
  225. //O Key
  226. case 24: {
  227. if (_shift) then {
  228. if !(soundVolume isEqualTo 1) then {
  229. 1 fadeSound 1;
  230. systemChat localize "STR_MISC_soundnormal";
  231. } else {
  232. 1 fadeSound 0.1;
  233. systemChat localize "STR_MISC_soundfade";
  234. };
  235. };
  236. };
  237.  
  238. //U Key
  239. case 22: {
  240. if (!_alt && !_ctrlKey) then {
  241. if (isNull objectParent player) then {
  242. _veh = cursorObject;
  243. } else {
  244. _veh = vehicle player;
  245. };
  246.  
  247. if (_veh isKindOf "House_F" && {playerSide isEqualTo civilian}) then {
  248. if (_veh in life_vehicles && {player distance _veh < 20}) then {
  249. _door = [_veh] call life_fnc_nearestDoor;
  250. if (_door isEqualTo 0) exitWith {hint localize "STR_House_Door_NotNear"};
  251. _locked = _veh getVariable [format ["bis_disabled_Door_%1",_door],0];
  252.  
  253. if (_locked isEqualTo 0) then {
  254. _veh setVariable [format ["bis_disabled_Door_%1",_door],1,true];
  255. _veh animateSource [format ["Door_%1_source", _door], 0];
  256. systemChat localize "STR_House_Door_Lock";
  257. } else {
  258. _veh setVariable [format ["bis_disabled_Door_%1",_door],0,true];
  259. _veh animateSource [format ["Door_%1_source", _door], 1];
  260. systemChat localize "STR_House_Door_Unlock";
  261. };
  262. };
  263. } else {
  264. _locked = locked _veh;
  265. if (_veh in life_vehicles && {player distance _veh < 20}) then {
  266. if (_locked isEqualTo 2) then {
  267. if (local _veh) then {
  268. _veh lock 0;
  269.  
  270. // BI
  271. _veh animateDoor ["door_back_R",1];
  272. _veh animateDoor ["door_back_L",1];
  273. _veh animateDoor ['door_R',1];
  274. _veh animateDoor ['door_L',1];
  275. _veh animateDoor ['Door_L_source',1];
  276. _veh animateDoor ['Door_rear',1];
  277. _veh animateDoor ['Door_rear_source',1];
  278. _veh animateDoor ['Door_1_source',1];
  279. _veh animateDoor ['Door_2_source',1];
  280. _veh animateDoor ['Door_3_source',1];
  281. _veh animateDoor ['Door_LM',1];
  282. _veh animateDoor ['Door_RM',1];
  283. _veh animateDoor ['Door_LF',1];
  284. _veh animateDoor ['Door_RF',1];
  285. _veh animateDoor ['Door_LB',1];
  286. _veh animateDoor ['Door_RB',1];
  287. _veh animateDoor ['DoorL_Front_Open',1];
  288. _veh animateDoor ['DoorR_Front_Open',1];
  289. _veh animateDoor ['DoorL_Back_Open',1];
  290. _veh animateDoor ['DoorR_Back_Open ',1];
  291. } else {
  292. [_veh,0] remoteExecCall ["life_fnc_lockVehicle",_veh];
  293.  
  294. _veh animateDoor ["door_back_R",1];
  295. _veh animateDoor ["door_back_L",1];
  296. _veh animateDoor ['door_R',1];
  297. _veh animateDoor ['door_L',1];
  298. _veh animateDoor ['Door_L_source',1];
  299. _veh animateDoor ['Door_rear',1];
  300. _veh animateDoor ['Door_rear_source',1];
  301. _veh animateDoor ['Door_1_source',1];
  302. _veh animateDoor ['Door_2_source',1];
  303. _veh animateDoor ['Door_3_source',1];
  304. _veh animateDoor ['Door_LM',1];
  305. _veh animateDoor ['Door_RM',1];
  306. _veh animateDoor ['Door_LF',1];
  307. _veh animateDoor ['Door_RF',1];
  308. _veh animateDoor ['Door_LB',1];
  309. _veh animateDoor ['Door_RB',1];
  310. _veh animateDoor ['DoorL_Front_Open',1];
  311. _veh animateDoor ['DoorR_Front_Open',1];
  312. _veh animateDoor ['DoorL_Back_Open',1];
  313. _veh animateDoor ['DoorR_Back_Open ',1];
  314. };
  315. systemChat localize "STR_MISC_VehUnlock";
  316. [_veh,"unlockCarSound"] remoteExec ["life_fnc_say3D",RANY];
  317. } else {
  318. if (local _veh) then {
  319. _veh lock 2;
  320.  
  321. _veh animateDoor ["door_back_R",0];
  322. _veh animateDoor ["door_back_L",0];
  323. _veh animateDoor ['door_R',0];
  324. _veh animateDoor ['door_L',0];
  325. _veh animateDoor ['Door_L_source',0];
  326. _veh animateDoor ['Door_rear',0];
  327. _veh animateDoor ['Door_rear_source',0];
  328. _veh animateDoor ['Door_1_source',0];
  329. _veh animateDoor ['Door_2_source',0];
  330. _veh animateDoor ['Door_3_source',0];
  331. _veh animateDoor ['Door_LM',0];
  332. _veh animateDoor ['Door_RM',0];
  333. _veh animateDoor ['Door_LF',0];
  334. _veh animateDoor ['Door_RF',0];
  335. _veh animateDoor ['Door_LB',0];
  336. _veh animateDoor ['Door_RB',0];
  337. _veh animateDoor ['DoorL_Front_Open',0];
  338. _veh animateDoor ['DoorR_Front_Open',0];
  339. _veh animateDoor ['DoorL_Back_Open',0];
  340. _veh animateDoor ['DoorR_Back_Open ',0];
  341. } else {
  342. [_veh,2] remoteExecCall ["life_fnc_lockVehicle",_veh];
  343.  
  344. _veh animateDoor ["door_back_R",0];
  345. _veh animateDoor ["door_back_L",0];
  346. _veh animateDoor ['door_R',0];
  347. _veh animateDoor ['door_L',0];
  348. _veh animateDoor ['Door_L_source',0];
  349. _veh animateDoor ['Door_rear',0];
  350. _veh animateDoor ['Door_rear_source',0];
  351. _veh animateDoor ['Door_1_source',0];
  352. _veh animateDoor ['Door_2_source',0];
  353. _veh animateDoor ['Door_3_source',0];
  354. _veh animateDoor ['Door_LM',0];
  355. _veh animateDoor ['Door_RM',0];
  356. _veh animateDoor ['Door_LF',0];
  357. _veh animateDoor ['Door_RF',0];
  358. _veh animateDoor ['Door_LB',0];
  359. _veh animateDoor ['Door_RB',0];
  360. _veh animateDoor ['DoorL_Front_Open',0];
  361. _veh animateDoor ['DoorR_Front_Open',0];
  362. _veh animateDoor ['DoorL_Back_Open',0];
  363. _veh animateDoor ['DoorR_Back_Open ',0];
  364. };
  365. systemChat localize "STR_MISC_VehLock";
  366. [_veh,"lockCarSound"] remoteExec ["life_fnc_say3D",RANY];
  367. };
  368. };
  369. };
  370. };
  371. };
  372. };
  373.  
  374. _handled;
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