arma2-epoch-server/MPMissions/DayZ_Epoch_24.Napf/dayz_code/compile/keyboard.sqf

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2022-04-21 16:15:41 +03:00
// (c) facoptere@gmail.com, licensed to DayZMod for the community
#include "\ca\editor\Data\Scripts\dikCodes.h"
local _dikCode = _this select 1;
local _shiftState = _this select 2;
local _ctrlState = _this select 3;
local _altState = _this select 4;
local _handled = false;
if (isNil "keyboard_keys") then {
local _cancelBuild = {
DZE_cancelBuilding = true;
call dayz_EjectPlayer;
_handled = false;
if (r_player_dead) then {_handled = true;}; // Disable ESC after death
};
local _dze_f = {
if (!_ctrlState && !_altState) then {DZE_F = true;};
};
local _dze_q = {
if (!_ctrlState && !_altState) then {DZE_Q = true;};
if (!_ctrlState && _altState) then {DZE_Q_alt = true;};
if (_ctrlState && !_altState) then {DZE_Q_ctrl = true;};
};
local _dze_z = {
if (!_ctrlState && !_altState) then {DZE_Z = true;};
if (!_ctrlState && _altState) then {DZE_Z_alt = true;};
if (_ctrlState && !_altState) then {DZE_Z_ctrl = true;};
};
local _autoRun = {
if (!dayz_autoRun) then {
dayz_autoRun = true;
dayz_autoRunThread = [] spawn {
local _weapon = currentWeapon player;
while {dayz_autoRun} do {
// SurfaceIsWater does not work for ponds
// Check weapon to detect Arma action (dayz action is handled in dz_fn_switchWeapon)
if (player != vehicle player || {r_fracture_legs || {surfaceIsWater getPosASL player} || {currentWeapon player != _weapon} || {(call fn_nearWaterHole) select 0}}) exitWith {
call dayz_autoRunOff;
};
player playAction "FastF";
uiSleep 0.5;
};
};
} else {
call dayz_autoRunOff;
};
_handled = true;
};
local _filterCheat = {
//Overriding default engine handling does not stop cheat input, need manual disableUserInput too
_handled = [displayNull,_dikCode,_shiftState] call dze_filterCheats;
};
local _openGroups = {
if (dayz_requireRadio && {!("ItemRadio" in items player)}) then {
localize "STR_EPOCH_NEED_RADIO" call dayz_rollingMessages;
} else {
if (isNull findDisplay 80000) then {
if (!isNil "dayz_groupInit") then {[] spawn dayz_openGroupDialog;};
} else {
findDisplay 80000 closeDisplay 2;
};
};
_handled = true;
};
local _muteSound = {
call player_toggleSoundMute;
_handled = true;
};
local _statusUI = {
DZE_UI = DZE_UI + 1;
if (DZE_UI == 6) then {DZE_UI = 0; [format[localize "STR_UI_STATUS_ICONS" + " %1",localize "STR_DISABLED"],1] call dayz_rollingMessages;};
if (DZE_UI == 1) then {[format[localize "STR_UI_STATUS_ICONS" + " %1",localize "STR_ENABLED"],1] call dayz_rollingMessages;};
profileNamespace setVariable ["statusUI",DZE_UI];
saveProfileNamespace;
call ui_changeDisplay;
_handled = true;
};
local _rifle = {
2 call dz_fn_switchWeapon;
_handled = true;
};
local _pistol = {
3 call dz_fn_switchWeapon;
_handled = true;
};
local _melee = { // Also works for rifle on back if DZE_TwoPrimaries = 2;
4 call dz_fn_switchWeapon;
_handled = true;
};
local _surrender = {
call player_surrender;
_handled = true;
};
local _gear = {
if ((vehicle player != player) && {!_shiftState && !_ctrlState && !_altState && !dialog}) then {
createGearDialog [player, "RscDisplayGear"];
_handled = true;
} else {
if ((vehicle player == player) && {speed vehicle player > 0}) then {
//[objNull, player, rSwitchMove,""] call RE;
_handled = true;
};
};
};
local _forcesave = {
if (diag_tickTime - dayz_lastSave > 10) then {
call player_forceSave;
};
};
local _drop = {
local _doors = [];
if (r_drag_sqf) then {
_doors = nearestObjects [player, DayZ_DropDrageeObjects, 3]; //Prevent dropping dragged player through objects
if (count _doors > 0) then {_handled = true;};
force_dropBody = true;
} else {
_doors = nearestObjects [player, DZE_DoorsLocked, 3];
if (count _doors > 0 && {speed player > 0}) then {_handled = true;}; //Prevent sprint and prone through doors glitch
};
};
local _interrupt = {
r_interrupt = true;
if (DZE_Surrender) then {call dze_surrender_off};
if (dayz_autoRun) then {call dayz_autoRunOff;};
};
// TODO: left/right, when gear open: onKeyDown = "[_this,'onKeyDown',0,107,0,107] execVM '\z\addons\dayz_code\system\handleGear.sqf'";
local _noise = {
//Overriding default engine handling does not stop combination binds, need manual disableUserInput too
_handled = [displayNull,_dikCode,_shiftState] call dze_filterCheats;
if (diag_ticktime - dayz_lastCheckBit > 10 && {!(_dikCode in channel_keys)}) then {
dayz_lastCheckBit = diag_ticktime;
[player,20,true,(getPosATL player)] call player_alertZombies;
};
};
local _journal = {
if (!dayz_isSwimming && !dialog) then {
[player,4,true,(getPosATL player)] call player_alertZombies;
createDialog 'horde_journal_front_cover';
};
_handled = true;
};
local _bunnyhop = {
r_interrupt = true;
if (animationState player in ["bunnyhopunarmed","bunnyhoprifle"]) then {
//Fixes invisible weapon switch glitch if double tapping vault with no weapon in hands
_handled = true;
};
if (player isKindOf "PZombie_VB") then {
_handled = true; // do not allow player zombies to vault or jump
} else {
local _nearbyObjects = nearestObjects [getPosATL player, dayz_disallowedVault, 8];
if (count _nearbyObjects > 0) then {
if (diag_tickTime - dayz_lastCheckBit > 4) then {
[objNull, player, rSwitchMove,"GetOver"] call RE;
player playActionNow "GetOver";
dayz_lastCheckBit = diag_tickTime;
} else {
_handled = true;
};
};
};
};
_rifle1 = {
2 call dz_fn_switchWeapon;
_handled = true;
};
_rifle2 = {
4 call dz_fn_switchWeapon;
_handled = true;
};
_pistol = {
3 call dz_fn_switchWeapon;
_handled = true;
};
_painkiller = {
[0,0,0,[player]] execVM "rlnt\scripts\Weapon HUD\actions\rlnt_painkiller.sqf";
_handled = true;
};
_bandage = {
[0,0,0,[player]] execVM "rlnt\scripts\Weapon HUD\actions\rlnt_bandage.sqf";
_handled = true;
};
local _block = {
_handled = true;
};
local _addArray = {
{
if (_x <= 999999) then {
keyboard_keys set [_x, _this select 1];
};
} forEach (_this select 0);
};
keyboard_keys = [];
channel_keys = [];
voice_keys = [];
{voice_keys = voice_keys + (actionKeys _x)} count voice_actions;
{channel_keys = channel_keys + (actionKeys _x)} count ["NextChannel","PrevChannel"];
keyboard_keys resize 256;
[[DIK_ESCAPE], _cancelBuild] call _addArray;
[[DIK_INSERT], {DZE_Q_alt = true;}] call _addArray;
[[DIK_A,DIK_D,DIK_LEFT,DIK_RIGHT], _interrupt] call _addArray;
[[DIK_F], _dze_f] call _addArray;
[[DIK_PRIOR], _dze_q] call _addArray;
[[DIK_NEXT], _dze_z] call _addArray;
[[DIK_Q], {DZE_4 = true;}] call _addArray;
[[DIK_E], {DZE_6 = true;}] call _addArray;
[[DIK_0], _autoRun] call _addArray;
[[DIK_NUMPADMINUS,DIK_LSHIFT], _filterCheat] call _addArray;
[[DIK_SPACE], {DZE_5 = true;}] call _addArray;
[actionKeys "User6", {DZE_F = true;}] call _addArray;
[actionKeys "User7", {DZE_Q_ctrl = true;}] call _addArray;
[actionKeys "User8", {DZE_Z_ctrl = true;}] call _addArray;
[actionKeys "User13", {DZE_Q_alt = true;}] call _addArray;
[actionKeys "User14", {DZE_Z_alt = true;}] call _addArray;
[actionKeys "User15", {DZE_Q = true;}] call _addArray;
[actionKeys "User16", {DZE_Z = true;}] call _addArray;
[actionKeys "User17", {DZE_4 = true;}] call _addArray;
[actionKeys "User18", {DZE_6 = true;}] call _addArray;
[actionKeys "User19", {DZE_5 = true;}] call _addArray;
[actionKeys "Surrender", _surrender] call _addArray;
[[DIK_1], _rifle] call _addArray;
[[DIK_2], _pistol] call _addArray;
[[DIK_3], _melee] call _addArray;
[actionKeys "Gear", _gear] call _addArray;
[actionKeys "Prone", _drop] call _addArray;
[actionKeys "Crouch", _drop] call _addArray;
[actionKeys "MoveLeft", _interrupt] call _addArray;
[actionKeys "MoveRight", _interrupt] call _addArray;
[actionKeys "MoveForward", _interrupt] call _addArray;
[actionKeys "MoveBack", _interrupt] call _addArray;
[actionKeys "TurnLeft", _interrupt] call _addArray;
[actionKeys "TurnRight", _interrupt] call _addArray;
[actionKeys "PushToTalk", _noise] call _addArray;
[actionKeys "PushToTalkAll", _noise] call _addArray;
[actionKeys "PushToTalkCommand", _noise] call _addArray;
[actionKeys "PushToTalkDirect", _noise] call _addArray;
[actionKeys "PushToTalkGroup", _noise] call _addArray;
[actionKeys "PushToTalkSide", _noise] call _addArray;
[actionKeys "PushToTalkVehicle", _noise] call _addArray;
[actionKeys "VoiceOverNet", _noise] call _addArray;
[actionKeys "NextChannel", _noise] call _addArray;
[actionKeys "PrevChannel", _noise] call _addArray;
[actionKeys "Chat", _noise] call _addArray;
[actionKeys "User20", _journal] call _addArray;
[actionKeys "Diary", _journal] call _addArray;
[actionKeys "NetworkStats", _journal] call _addArray;
[[DIK_F1], _muteSound] call _addArray;
[[DIK_F3], _statusUI] call _addArray;
[[DIK_F4], {if (diag_tickTime - dayz_lastSave > 10) then {call player_forceSave;};_handled = true;}] call _addArray;
[[DIK_TAB,DIK_DELETE], _forcesave] call _addArray;
[actionKeys "LeanLeft", {DZE_4 = true; dayz_dodge = true;}] call _addArray;
[actionKeys "LeanRight", {DZE_6 = true; dayz_dodge = true;}] call _addArray;
[actionKeys "GetOver", _bunnyhop] call _addArray; // V
[actionKeys "ForceCommandingMode", {DZE_5 = true;_handled = true;}] call _addArray;
[[ DIK_F9,DIK_F10,DIK_F11,DIK_F12,
DIK_F8,DIK_F7,DIK_F6,DIK_F5,
DIK_F2,DIK_9,
DIK_8,DIK_7,DIK_6], _block] call _addArray;
if (dayz_groupSystem) then {
[[DIK_F5], _openGroups] call _addArray;
[[DIK_LWIN,DIK_RWIN], {dayz_groupNameTags = !dayz_groupNameTags;_handled = true;}] call _addArray;
[actionKeys "TacticalView", _block] call _addArray;
};
[actionKeys "DSInterface", _block] call _addArray;
[[DIK_P], {if (_shiftState) then {_handled = true;};}] call _addArray;
//diag_log "keyboard_keys reset";
};
if (r_player_unconsciousInputDisabled) exitWith {true};
local _code = keyboard_keys select _dikCode;
if (!isNil "_code") then {
call _code;
};
_handled