#include "..\..\script_macros.hpp"
/*
File: fn_keyHandler.sqf
Author: Bryan "Tonic" Boardwine
Description:
Main key handler for event 'keyDown'.
*/
params [
"_ctrl",
"_code",
"_shift",
"_ctrlKey",
"_alt"
];
private _speed = speed cursorObject;
private _handled = false;
private _interactionKey = if (actionKeys "User10" isEqualTo []) then {219} else {(actionKeys "User10") select 0};
private _interruptionKeys = [17, 30, 31, 32]; //A,S,W,D
//Vault handling...
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 {
true;
};
if (life_action_inUse) exitWith {
if (!life_interrupted && _code in _interruptionKeys) then {life_interrupted = true};
_handled;
};
//Hotfix for Interaction key not being able to be bound on some operation systems.
if (!(actionKeys "User10" isEqualTo []) && {(inputAction "User10" > 0)}) exitWith {
//Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10)
if (!life_action_inUse) then {
[] spawn {
private _handle = [] spawn life_fnc_actionKeyHandler;
waitUntil {scriptDone _handle};
life_action_inUse = false;
};
};
true;
};
if (life_container_active) exitwith {
//ignore movement actions
private _allowedMoves = [
"MoveForward",
"MoveBack",
"TurnLeft",
"TurnRight",
"MoveFastForward",
"MoveSlowForward",
"turbo",
"TurboToggle",
"MoveLeft",
"MoveRight",
"WalkRunTemp",
"WalkRunToggle",
"AdjustUp",
"AdjustDown",
"AdjustLeft",
"AdjustRight",
"Stand",
"Crouch",
"Prone",
"MoveUp",
"MoveDown",
"LeanLeft",
"LeanLeftToggle",
"LeanRight",
"LeanRightToggle"
];
if (({_code in (actionKeys _x)} count _allowedMoves) > 0) exitwith {
false;
};
//handle other keys
if (_code isEqualTo 57) then {//space key -> place
life_storagePlacing = 0 spawn life_fnc_placestorage;
} else { //other keys -> abort
if (!isNull life_storagePlacing) exitWith {}; //already placing down a box
if (!isNull life_container_activeObj) then {
deleteVehicle life_container_activeObj;
titleText [localize "STR_NOTF_PlaceContainerAbort", "PLAIN"];
};
life_container_active = false;
};
true;
};
switch (_code) do {
// -- Disable commander/tactical view
if (LIFE_SETTINGS(getNumber,"disableCommanderView") isEqualTo 1) then {
private _CommandMode = actionKeys "tacticalView";
if (_code in _CommandMode) then {
hint localize "STR_NOTF_CommanderView";
_handled = true;
};
};
//Space key for Jumping
case 57: {
if (isNil "jumpActionTime") then {jumpActionTime = 0;};
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 {
jumpActionTime = time; //Update the time.
[player] remoteExec ["life_fnc_jumpFnc",RANY]; //Global execution
_handled = true;
};
};
//Surrender (Shift + B)
case 48: {
if (_shift) then {
if (player getVariable ["playerSurrender",false]) then {
player setVariable ["playerSurrender",false,true];
} else {
[] spawn life_fnc_surrender;
};
_handled = true;
};
};
//Holster / recall weapon. (Shift + H)
case 35: {
if (_shift && !_ctrlKey && !(currentWeapon player isEqualTo "")) then {
life_curWep_h = currentWeapon player;
player action ["SwitchWeapon", player, player, 100];
player switchCamera cameraView;
};
if (!_shift && _ctrlKey && !isNil "life_curWep_h" && {!(life_curWep_h isEqualTo "")}) then {
if (life_curWep_h in [primaryWeapon player,secondaryWeapon player,handgunWeapon player]) then {
player selectWeapon life_curWep_h;
};
};
};
//Interaction key (default is Left Windows, can be mapped via Controls -> Custom -> User Action 10)
case _interactionKey: {
if (!life_action_inUse) then {
[] spawn {
private _handle = [] spawn life_fnc_actionKeyHandler;
waitUntil {scriptDone _handle};
life_action_inUse = false;
};
};
};
//Restraining (Shift + R)
case 19: {
if (_shift) then {_handled = true};
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 {
[] call life_fnc_restrainAction;
};
};
//Knock out, this is experimental and yeah... (Shift + G)
case 34: {
if (_shift) then {_handled = true};
if (_shift && playerSide isEqualTo civilian && !isNull cursorObject && cursorObject isKindOf "CAManBase" && isPlayer cursorObject && alive cursorObject && cursorObject distance player < 4 && speed cursorObject < 1) then {
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 {
[cursorObject] spawn life_fnc_knockoutAction;
};
};
};
//T Key (Trunk)
case 20: {
if (!_alt && {!_ctrlKey} && {!dialog} && {!life_action_inUse} && {!(player getVariable ["playerSurrender",false])} && {!(player getVariable ["restrained",false])} && {!life_isknocked} && {!life_istazed}) then {
if (!(isNull objectParent player) && alive vehicle player) then {
if ((vehicle player) in life_vehicles) then {
[vehicle player] spawn life_fnc_openInventory;
};
} else {
private "_list";
_list = ((ASLtoATL (getPosASL player)) nearEntities [["Box_IND_Grenades_F","B_supplyCrate_F"], 2.5]) select 0;
if (!(isNil "_list")) then {
_house = nearestObject [(ASLtoATL (getPosASL _list)), "House"];
if (_house getVariable ["locked", false]) then {
hint localize "STR_House_ContainerDeny";
} else {
[_list] spawn life_fnc_openInventory;
};
} else {
_list = ["landVehicle","Air","Ship"];
if (KINDOF_ARRAY(cursorObject,_list) && {player distance cursorObject < 7} && {isNull objectParent player} && {alive cursorObject} && {!life_action_inUse}) then {
if (cursorObject in life_vehicles || {locked cursorObject isEqualTo 0}) then {
[cursorObject] spawn life_fnc_openInventory;
};
};
};
};
};
};
//L Key?
case 38: {
//If cop run checks for turning lights on.
if (_shift && playerSide in [west,independent]) then {
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 {
if (!isNil {vehicle player getVariable "lights"}) then {
if (playerSide isEqualTo west) then {
[vehicle player] call life_fnc_sirenLights;
} else {
[vehicle player] call life_fnc_medicSirenLights;
};
_handled = true;
};
};
};
if (!_alt && !_ctrlKey) then { [] call life_fnc_radar; };
};
//Y Player Menu
case 21: {
if (!_alt && !_ctrlKey && !dialog && !(player getVariable ["restrained",false]) && {!life_action_inUse}) then {
[1] spawn the_programmer_iphone_fnc_phone_init;
};
};
//F Key
case 33: {
if (playerSide in [west,independent] && {vehicle player != player} && {!life_siren_active} && {((driver vehicle player) == player)}) then {
[] spawn {
life_siren_active = true;
sleep 4.7;
life_siren_active = false;
};
private _veh = vehicle player;
if (isNil {_veh getVariable "siren"}) then {_veh setVariable ["siren",false,true];};
if ((_veh getVariable "siren")) then {
titleText [localize "STR_MISC_SirensOFF","PLAIN"];
_veh setVariable ["siren",false,true];
if !(isNil {(_veh getVariable "sirenJIP")}) then {
private _jip = _veh getVariable "sirenJIP";
_veh setVariable ["sirenJIP",nil,true];
remoteExec ["",_jip]; //remove from JIP queue
};
} else {
titleText [localize "STR_MISC_SirensON","PLAIN"];
_veh setVariable ["siren",true,true];
private "_jip";
if (playerSide isEqualTo west) then {
_jip = [_veh] remoteExec ["life_fnc_copSiren",RCLIENT,true];
} else {
_jip = [_veh] remoteExec ["life_fnc_medicSiren",RCLIENT,true];
};
_veh setVariable ["sirenJIP",_jip,true];
};
};
};
//O Key
case 24: {
if (_shift) then {
if !(soundVolume isEqualTo 1) then {
1 fadeSound 1;
systemChat localize "STR_MISC_soundnormal";
} else {
1 fadeSound 0.1;
systemChat localize "STR_MISC_soundfade";
};
};
};
//U Key
case 22: {
if (!_alt && !_ctrlKey) then {
private _veh = if (isNull objectParent player) then {
cursorObject;
} else {
vehicle player;
};
if (_veh isKindOf "House_F" && {playerSide isEqualTo civilian}) then {
if (_veh in life_vehicles && {player distance _veh < 20}) then {
private _door = [_veh] call life_fnc_nearestDoor;
if (_door isEqualTo 0) exitWith {hint localize "STR_House_Door_NotNear"};
private locked = _veh getVariable [format ["bis_disabled_Door%1",_door],0];
if (_locked isEqualTo 0) then {
veh setVariable [format ["bis_disabled_Door%1",_door],1,true];
veh animateSource [format ["Door%1_source", _door], 0];
systemChat localize "STR_House_Door_Lock";
} else {
veh setVariable [format ["bis_disabled_Door%1",_door],0,true];
veh animateSource [format ["Door%1_source", _door], 1];
systemChat localize "STR_House_Door_Unlock";
};
};
} else {
private _locked = locked _veh;
if (_veh in life_vehicles && {player distance _veh < 20}) then {
if (_locked isEqualTo 2) then {
if (local _veh) then {
_veh lock 0;
// BI
_veh animateDoor ["door_back_R",1];
_veh animateDoor ["door_back_L",1];
_veh animateDoor ['door_R',1];
_veh animateDoor ['door_L',1];
_veh animateDoor ['Door_L_source',1];
_veh animateDoor ['Door_rear',1];
_veh animateDoor ['Door_rear_source',1];
_veh animateDoor ['Door_1_source',1];
_veh animateDoor ['Door_2_source',1];
_veh animateDoor ['Door_3_source',1];
_veh animateDoor ['Door_LM',1];
_veh animateDoor ['Door_RM',1];
_veh animateDoor ['Door_LF',1];
_veh animateDoor ['Door_RF',1];
_veh animateDoor ['Door_LB',1];
_veh animateDoor ['Door_RB',1];
_veh animateDoor ['DoorL_Front_Open',1];
_veh animateDoor ['DoorR_Front_Open',1];
_veh animateDoor ['DoorL_Back_Open',1];
_veh animateDoor ['DoorR_Back_Open ',1];
} else {
[_veh,0] remoteExecCall ["life_fnc_lockVehicle",_veh];
_veh animateDoor ["door_back_R",1];
_veh animateDoor ["door_back_L",1];
_veh animateDoor ['door_R',1];
_veh animateDoor ['door_L',1];
_veh animateDoor ['Door_L_source',1];
_veh animateDoor ['Door_rear',1];
_veh animateDoor ['Door_rear_source',1];
_veh animateDoor ['Door_1_source',1];
_veh animateDoor ['Door_2_source',1];
_veh animateDoor ['Door_3_source',1];
_veh animateDoor ['Door_LM',1];
_veh animateDoor ['Door_RM',1];
_veh animateDoor ['Door_LF',1];
_veh animateDoor ['Door_RF',1];
_veh animateDoor ['Door_LB',1];
_veh animateDoor ['Door_RB',1];
_veh animateDoor ['DoorL_Front_Open',1];
_veh animateDoor ['DoorR_Front_Open',1];
_veh animateDoor ['DoorL_Back_Open',1];
_veh animateDoor ['DoorR_Back_Open ',1];
};
systemChat localize "STR_MISC_VehUnlock";
[_veh,"unlockCarSound",50,1] remoteExec ["life_fnc_say3D",RANY];
} else {
if (local _veh) then {
_veh lock 2;
_veh animateDoor ["door_back_R",0];
_veh animateDoor ["door_back_L",0];
_veh animateDoor ['door_R',0];
_veh animateDoor ['door_L',0];
_veh animateDoor ['Door_L_source',0];
_veh animateDoor ['Door_rear',0];
_veh animateDoor ['Door_rear_source',0];
_veh animateDoor ['Door_1_source',0];
_veh animateDoor ['Door_2_source',0];
_veh animateDoor ['Door_3_source',0];
_veh animateDoor ['Door_LM',0];
_veh animateDoor ['Door_RM',0];
_veh animateDoor ['Door_LF',0];
_veh animateDoor ['Door_RF',0];
_veh animateDoor ['Door_LB',0];
_veh animateDoor ['Door_RB',0];
_veh animateDoor ['DoorL_Front_Open',0];
_veh animateDoor ['DoorR_Front_Open',0];
_veh animateDoor ['DoorL_Back_Open',0];
_veh animateDoor ['DoorR_Back_Open ',0];
} else {
[_veh,2] remoteExecCall ["life_fnc_lockVehicle",_veh];
_veh animateDoor ["door_back_R",0];
_veh animateDoor ["door_back_L",0];
_veh animateDoor ['door_R',0];
_veh animateDoor ['door_L',0];
_veh animateDoor ['Door_L_source',0];
_veh animateDoor ['Door_rear',0];
_veh animateDoor ['Door_rear_source',0];
_veh animateDoor ['Door_1_source',0];
_veh animateDoor ['Door_2_source',0];
_veh animateDoor ['Door_3_source',0];
_veh animateDoor ['Door_LM',0];
_veh animateDoor ['Door_RM',0];
_veh animateDoor ['Door_LF',0];
_veh animateDoor ['Door_RF',0];
_veh animateDoor ['Door_LB',0];
_veh animateDoor ['Door_RB',0];
_veh animateDoor ['DoorL_Front_Open',0];
_veh animateDoor ['DoorR_Front_Open',0];
_veh animateDoor ['DoorL_Back_Open',0];
_veh animateDoor ['DoorR_Back_Open ',0];
};
systemChat localize "STR_MISC_VehLock";
[_veh,"lockCarSound",50,1] remoteExec ["life_fnc_say3D",RANY];
};
};
};
};
};
};
_handled;