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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","_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. //hint str _code;
  20. _interruptionKeys = [17,30,31,32]; //A,S,W,D
  21.  
  22. //Vault handling...
  23. 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 {
  24. true;
  25. };
  26.  
  27. if (life_action_inUse) exitWith {
  28. if (!life_interrupted && _code in _interruptionKeys) then {life_interrupted = true;};
  29. _handled;
  30. };
  31.  
  32. //Hotfix for Interaction key not being able to be bound on some operation systems.
  33. if (!(count (actionKeys "User10") isEqualTo 0) && {(inputAction "User10" > 0)}) exitWith {
  34. //Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10)
  35. if (!life_action_inUse) then {
  36. [] spawn {
  37. private "_handle";
  38. _handle = [] spawn life_fnc_actionKeyHandler;
  39. waitUntil {scriptDone _handle};f
  40. life_action_inUse = false;
  41. };
  42. };
  43. true;
  44. };
  45.  
  46. if (life_container_active) exitwith {
  47. //ignore movement actions
  48. private _allowedMoves = [
  49. "MoveForward",
  50. "MoveBack",
  51. "TurnLeft",
  52. "TurnRight",
  53. "MoveFastForward",
  54. "MoveSlowForward",
  55. "turbo",
  56. "TurboToggle",
  57. "MoveLeft",
  58. "MoveRight",
  59. "WalkRunTemp",
  60. "WalkRunToggle",
  61. "AdjustUp",
  62. "AdjustDown",
  63. "AdjustLeft",
  64. "AdjustRight",
  65. "Stand",
  66. "Crouch",
  67. "Prone",
  68. "MoveUp",
  69. "MoveDown",
  70. "LeanLeft",
  71. "LeanLeftToggle",
  72. "LeanRight",
  73. "LeanRightToggle"
  74. ];
  75. if (({_code in (actionKeys _x)} count _allowedMoves) > 0) exitwith {
  76. false;
  77. };
  78. //handle other keys
  79. if (_code isEqualTo 57) then {//space key -> place
  80. life_storagePlacing = 0 spawn life_fnc_placestorage;
  81. } else { //other keys -> abort
  82. if (!isNull life_storagePlacing) exitWith {}; //already placing down a box
  83. if (!isNull life_container_activeObj) then {
  84. deleteVehicle life_container_activeObj;
  85. titleText [localize "STR_NOTF_PlaceContainerAbort", "PLAIN"];
  86. };
  87. life_container_active = false;
  88. };
  89. true;
  90. };
  91.  
  92. switch (_code) do {
  93. // -- Disable commander/tactical view
  94. if (LIFE_SETTINGS(getNumber,"disableCommanderView") isEqualTo 1) then {
  95. private _CommandMode = actionKeys "tacticalView";
  96.  
  97. if (_code in _CommandMode) then {
  98. hint localize "STR_NOTF_CommanderView";
  99. _handled = true;
  100. };
  101. };
  102.  
  103. //Space key for Jumping
  104. case 57: {
  105. if (isNil "jumpActionTime") then {jumpActionTime = 0;};
  106. 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 {
  107. jumpActionTime = time; //Update the time.
  108. [player] remoteExec ["life_fnc_jumpFnc",RANY]; //Global execution
  109. _handled = true;
  110. };
  111. };
  112.  
  113. //Surrender (Shift + B)
  114. case 48: {
  115. if (_shift) then {
  116. if (player getVariable ["playerSurrender",false]) then {
  117. player setVariable ["playerSurrender",false,true];
  118. } else {
  119. [] spawn life_fnc_surrender;
  120. };
  121. _handled = true;
  122. };
  123. };
  124.  
  125. //Holster / recall weapon. (Shift + H)
  126. case 35: {
  127. if (_shift && !_ctrlKey && !(currentWeapon player isEqualTo "")) then {
  128. life_curWep_h = currentWeapon player;
  129. player action ["SwitchWeapon", player, player, 100];
  130. player switchCamera cameraView;
  131. };
  132.  
  133. if (!_shift && _ctrlKey && !isNil "life_curWep_h" && {!(life_curWep_h isEqualTo "")}) then {
  134. if (life_curWep_h in [primaryWeapon player,secondaryWeapon player,handgunWeapon player]) then {
  135. player selectWeapon life_curWep_h;
  136. };
  137. };
  138. };
  139.  
  140. //Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10)
  141. case _interactionKey: {
  142. if (!life_action_inUse) then {
  143. [] spawn {
  144. private "_handle";
  145. _handle = [] spawn life_fnc_actionKeyHandler;
  146. waitUntil {scriptDone _handle};
  147. life_action_inUse = false;
  148. };
  149. };
  150. };
  151.  
  152. //Restraining (Shift + R)
  153. case 19: {
  154. if (_shift) then {_handled = true;};
  155. if (_shift && playerSide isEqualTo west && {!isNull cursorObject} && {cursorObject isKindOf "CAManBase"} && {(isPlayer cursorObject)} && {(side cursorObject in [civilian,independent])} && {alive cursorObject} && {cursorObject distance player < 3.5} && {!(cursorObject getVariable "Escorting")} && {!(cursorObject getVariable "restrained")} && {speed cursorObject < 1}) then {
  156. };
  157. };
  158.  
  159. //Knock out, this is experimental and yeah... (Shift + G)
  160. case 34: {
  161. if (_shift) then {_handled = true;};
  162. if (_shift && playerSide isEqualTo civilian && !isNull cursorObject && cursorObject isKindOf "CAManBase" && isPlayer cursorObject && alive cursorObject && cursorObject distance player < 4 && speed cursorObject < 1) then {
  163. 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 {
  164. [cursorObject] spawn life_fnc_knockoutAction;
  165. };
  166. };
  167. };
  168.  
  169. //T Key (Trunk)
  170. case 20: {
  171. if (!_alt && {!_ctrlKey} && {!dialog} && {!life_action_inUse} && {!(player getVariable ["playerSurrender",false])} && {!(player getVariable ["restrained",false])} && {!life_isknocked} && {!life_istazed}) then {
  172. if (!(isNull objectParent player) && alive vehicle player) then {
  173. if ((vehicle player) in life_vehicles) then {
  174. [vehicle player] spawn life_fnc_openInventory;
  175. };
  176. } else {
  177. private "_list";
  178. _list = ((ASLtoATL (getPosASL player)) nearEntities [["Box_IND_Grenades_F","B_supplyCrate_F"], 2.5]) select 0;
  179. if (!(isNil "_list")) then {
  180. _house = nearestObject [(ASLtoATL (getPosASL _list)), "House"];
  181. if (_house getVariable ["locked", false]) then {
  182. hint localize "STR_House_ContainerDeny";
  183. } else {
  184. [_list] spawn life_fnc_openInventory;
  185. };
  186. } else {
  187. _list = ["landVehicle","Air","Ship"];
  188. if (KINDOF_ARRAY(cursorObject,_list) && {player distance cursorObject < 7} && {isNull objectParent player} && {alive cursorObject} && {!life_action_inUse}) then {
  189. if (cursorObject in life_vehicles || {locked cursorObject isEqualTo 0}) then {
  190. [cursorObject] spawn life_fnc_openInventory;
  191. };
  192. };
  193. };
  194. };
  195. };
  196. };
  197.  
  198. //L Key?
  199. case 38: {
  200. //If cop run checks for turning lights on.
  201. if (_shift && playerSide in [west,independent]) then {
  202. 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 {
  203. if (!isNil {vehicle player getVariable "lights"}) then {
  204. if (playerSide isEqualTo west) then {
  205. [vehicle player] call life_fnc_sirenLights;
  206. } else {
  207. [vehicle player] call life_fnc_medicSirenLights;
  208. };
  209. _handled = true;
  210. };
  211. };
  212. };
  213.  
  214. if (!_alt && !_ctrlKey) then { [] call life_fnc_radar; };
  215. };
  216.  
  217. //Y Player Menu
  218. case 21: {
  219. if (!_alt && !_ctrlKey && !dialog && !(player getVariable ["restrained",false]) && {!life_action_inUse}) then {
  220. [1] spawn the_programmer_iphone_fnc_phone_init;
  221. };
  222. };
  223.  
  224. //F Key
  225. case 33: {
  226. if (playerSide in [west,independent] && {vehicle player != player} && {!life_siren_active} && {((driver vehicle player) == player)}) then {
  227. [] spawn {
  228. life_siren_active = true;
  229. sleep 4.7;
  230. life_siren_active = false;
  231. };
  232.  
  233. _veh = vehicle player;
  234. if (isNil {_veh getVariable "siren"}) then {_veh setVariable ["siren",false,true];};
  235. if ((_veh getVariable "siren")) then {
  236. titleText [localize "STR_MISC_SirensOFF","PLAIN"];
  237. _veh setVariable ["siren",false,true];
  238. if !(isNil {(_veh getVariable "sirenJIP")}) then {
  239. private _jip = _veh getVariable "sirenJIP";
  240. _veh setVariable ["sirenJIP",nil,true];
  241. remoteExec ["",_jip]; //remove from JIP queue
  242. };
  243. } else {
  244. titleText [localize "STR_MISC_SirensON","PLAIN"];
  245. _veh setVariable ["siren",true,true];
  246. private "_jip";
  247. if (playerSide isEqualTo west) then {
  248. _jip = [_veh] remoteExec ["life_fnc_copSiren",RCLIENT,true];
  249. } else {
  250. _jip = [_veh] remoteExec ["life_fnc_medicSiren",RCLIENT,true];
  251. };
  252. _veh setVariable ["sirenJIP",_jip,true];
  253. };
  254. };
  255. };
  256.  
  257. //O Key
  258. case 24: {
  259. if (_shift) then {
  260. if !(soundVolume isEqualTo 1) then {
  261. 1 fadeSound 1;
  262. systemChat localize "STR_MISC_soundnormal";
  263. } else {
  264. 1 fadeSound 0.1;
  265. systemChat localize "STR_MISC_soundfade";
  266. };
  267. };
  268. };
  269.  
  270. //U Key
  271. case 22: {
  272. if (!_alt && !_ctrlKey) then {
  273. if (isNull objectParent player) then {
  274. _veh = cursorObject;
  275. } else {
  276. _veh = vehicle player;
  277. };
  278.  
  279. if (_veh isKindOf "House_F" && {playerSide isEqualTo civilian}) then {
  280. if (_veh in life_vehicles && {player distance _veh < 20}) then {
  281. _door = [_veh] call life_fnc_nearestDoor;
  282. if (_door isEqualTo 0) exitWith {hint localize "STR_House_Door_NotNear"};
  283. _locked = _veh getVariable [format ["bis_disabled_Door_%1",_door],0];
  284.  
  285. if (_locked isEqualTo 0) then {
  286. _veh setVariable [format ["bis_disabled_Door_%1",_door],1,true];
  287. _veh animateSource [format ["Door_%1_source", _door], 0];
  288. systemChat localize "STR_House_Door_Lock";
  289. } else {
  290. _veh setVariable [format ["bis_disabled_Door_%1",_door],0,true];
  291. _veh animateSource [format ["Door_%1_source", _door], 1];
  292. systemChat localize "STR_House_Door_Unlock";
  293. };
  294. };
  295. } else {
  296. _locked = locked _veh;
  297. if (_veh in life_vehicles && {player distance _veh < 20}) then {
  298. if (_locked isEqualTo 2) then {
  299. if (local _veh) then {
  300. _veh lock 0;
  301.  
  302. // BI
  303. _veh animateDoor ["door_back_R",1];
  304. _veh animateDoor ["door_back_L",1];
  305. _veh animateDoor ['door_R',1];
  306. _veh animateDoor ['door_L',1];
  307. _veh animateDoor ['Door_L_source',1];
  308. _veh animateDoor ['Door_rear',1];
  309. _veh animateDoor ['Door_rear_source',1];
  310. _veh animateDoor ['Door_1_source',1];
  311. _veh animateDoor ['Door_2_source',1];
  312. _veh animateDoor ['Door_3_source',1];
  313. _veh animateDoor ['Door_LM',1];
  314. _veh animateDoor ['Door_RM',1];
  315. _veh animateDoor ['Door_LF',1];
  316. _veh animateDoor ['Door_RF',1];
  317. _veh animateDoor ['Door_LB',1];
  318. _veh animateDoor ['Door_RB',1];
  319. _veh animateDoor ['DoorL_Front_Open',1];
  320. _veh animateDoor ['DoorR_Front_Open',1];
  321. _veh animateDoor ['DoorL_Back_Open',1];
  322. _veh animateDoor ['DoorR_Back_Open ',1];
  323. } else {
  324. [_veh,0] remoteExecCall ["life_fnc_lockVehicle",_veh];
  325.  
  326. _veh animateDoor ["door_back_R",1];
  327. _veh animateDoor ["door_back_L",1];
  328. _veh animateDoor ['door_R',1];
  329. _veh animateDoor ['door_L',1];
  330. _veh animateDoor ['Door_L_source',1];
  331. _veh animateDoor ['Door_rear',1];
  332. _veh animateDoor ['Door_rear_source',1];
  333. _veh animateDoor ['Door_1_source',1];
  334. _veh animateDoor ['Door_2_source',1];
  335. _veh animateDoor ['Door_3_source',1];
  336. _veh animateDoor ['Door_LM',1];
  337. _veh animateDoor ['Door_RM',1];
  338. _veh animateDoor ['Door_LF',1];
  339. _veh animateDoor ['Door_RF',1];
  340. _veh animateDoor ['Door_LB',1];
  341. _veh animateDoor ['Door_RB',1];
  342. _veh animateDoor ['DoorL_Front_Open',1];
  343. _veh animateDoor ['DoorR_Front_Open',1];
  344. _veh animateDoor ['DoorL_Back_Open',1];
  345. _veh animateDoor ['DoorR_Back_Open ',1];
  346. };
  347. systemChat localize "STR_MISC_VehUnlock";
  348. [_veh,"unlockCarSound",50,1] remoteExec ["life_fnc_say3D",RANY];
  349. } else {
  350. if (local _veh) then {
  351. _veh lock 2;
  352.  
  353. _veh animateDoor ["door_back_R",0];
  354. _veh animateDoor ["door_back_L",0];
  355. _veh animateDoor ['door_R',0];
  356. _veh animateDoor ['door_L',0];
  357. _veh animateDoor ['Door_L_source',0];
  358. _veh animateDoor ['Door_rear',0];
  359. _veh animateDoor ['Door_rear_source',0];
  360. _veh animateDoor ['Door_1_source',0];
  361. _veh animateDoor ['Door_2_source',0];
  362. _veh animateDoor ['Door_3_source',0];
  363. _veh animateDoor ['Door_LM',0];
  364. _veh animateDoor ['Door_RM',0];
  365. _veh animateDoor ['Door_LF',0];
  366. _veh animateDoor ['Door_RF',0];
  367. _veh animateDoor ['Door_LB',0];
  368. _veh animateDoor ['Door_RB',0];
  369. _veh animateDoor ['DoorL_Front_Open',0];
  370. _veh animateDoor ['DoorR_Front_Open',0];
  371. _veh animateDoor ['DoorL_Back_Open',0];
  372. _veh animateDoor ['DoorR_Back_Open ',0];
  373. } else {
  374. [_veh,2] remoteExecCall ["life_fnc_lockVehicle",_veh];
  375.  
  376. _veh animateDoor ["door_back_R",0];
  377. _veh animateDoor ["door_back_L",0];
  378. _veh animateDoor ['door_R',0];
  379. _veh animateDoor ['door_L',0];
  380. _veh animateDoor ['Door_L_source',0];
  381. _veh animateDoor ['Door_rear',0];
  382. _veh animateDoor ['Door_rear_source',0];
  383. _veh animateDoor ['Door_1_source',0];
  384. _veh animateDoor ['Door_2_source',0];
  385. _veh animateDoor ['Door_3_source',0];
  386. _veh animateDoor ['Door_LM',0];
  387. _veh animateDoor ['Door_RM',0];
  388. _veh animateDoor ['Door_LF',0];
  389. _veh animateDoor ['Door_RF',0];
  390. _veh animateDoor ['Door_LB',0];
  391. _veh animateDoor ['Door_RB',0];
  392. _veh animateDoor ['DoorL_Front_Open',0];
  393. _veh animateDoor ['DoorR_Front_Open',0];
  394. _veh animateDoor ['DoorL_Back_Open',0];
  395. _veh animateDoor ['DoorR_Back_Open ',0];
  396. };
  397. systemChat localize "STR_MISC_VehLock";
  398. [_veh,"lockCarSound",50,1] remoteExec ["life_fnc_say3D",RANY];
  399. };
  400. };
  401. };
  402. };
  403. };
  404. };
  405.  
  406. _handled;
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