Clean up keyboard.sqf

Deleted old unused Dayz Mod code. Also switched from private to local which is much faster.
This commit is contained in:
AirwavesMan
2021-01-12 20:15:40 +01:00
parent 6fe74f9473
commit 1d826ac331
2 changed files with 46 additions and 141 deletions

View File

@@ -2,46 +2,41 @@
#include "\ca\editor\Data\Scripts\dikCodes.h"
//private ["_dikCode","_shiftState","_ctrlState","_altState","_handled","_cancelBuild","_dze_f","_dze_q","_dze_z","_autoRun","_filterCheat","_openGroups","_muteSound","_statusUI","_rifle","_pistol","_melee","_surrender","_gear","_forcesave","_drop","_interrupt","_noise","_journal","_build_left","_build_right","_build_str8OnOff","_block","_addArray","_code"];
//Keyboard.sqf gets called very often
_dikCode = _this select 1;
_shiftState = _this select 2;
_ctrlState = _this select 3;
_altState = _this select 4;
_handled = false;
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 {
_cancelBuild = {
local _cancelBuild = {
DZE_cancelBuilding = true;
call dayz_EjectPlayer;
_handled = false;
if (r_player_dead) then {_handled = true;}; // Disable ESC after death
};
_dze_f = {
if (!_ctrlState && {!_altState}) then {DZE_F = true;};
local _dze_f = {
if (!_ctrlState && !_altState) then {DZE_F = true;};
};
_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_q = {
if (!_ctrlState && !_altState) then {DZE_Q = true;};
if (!_ctrlState && {_altState}) then {DZE_Q_alt = true;};
if (_ctrlState && !_altState) then {DZE_Q_ctrl = true;};
};
_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 _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;};
};
_autoRun = {
local _autoRun = {
if (!dayz_autoRun) then {
dayz_autoRun = true;
dayz_autoRunThread = [] spawn {
private "_weapon";
_weapon = currentWeapon player;
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 or {r_fracture_legs} or {surfaceIsWater getPosASL player} or {currentWeapon player != _weapon} or {(call fn_nearWaterHole) select 0}) exitWith {
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";
@@ -53,11 +48,11 @@ if (isNil "keyboard_keys") then {
};
_handled = true;
};
_filterCheat = {
local _filterCheat = {
//Overriding default engine handling does not stop cheat input, need manual disableUserInput too
_handled = [displayNull,_dikCode,_shiftState] call dze_filterCheats;
};
_openGroups = {
local _openGroups = {
if (dayz_requireRadio && {!("ItemRadio" in items player)}) then {
localize "STR_EPOCH_NEED_RADIO" call dayz_rollingMessages;
} else {
@@ -69,11 +64,11 @@ if (isNil "keyboard_keys") then {
};
_handled = true;
};
_muteSound = {
local _muteSound = {
call player_toggleSoundMute;
_handled = true;
};
_statusUI = {
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;};
@@ -82,59 +77,24 @@ if (isNil "keyboard_keys") then {
call ui_changeDisplay;
_handled = true;
};
_rifle = {
local _rifle = {
2 call dz_fn_switchWeapon;
_handled = true;
};
_pistol = {
local _pistol = {
3 call dz_fn_switchWeapon;
_handled = true;
};
_melee = { // Also works for rifle on back if DZE_TwoPrimaries = 2;
local _melee = { // Also works for rifle on back if DZE_TwoPrimaries = 2;
4 call dz_fn_switchWeapon;
_handled = true;
};
/*
_throwable = { // select next non empty throwable weapon
if (vehicle player == player) then {
_ammo_throwable = [];
_muzzles_throwable = [];
_weapon_throwable = [];
{
_weapon = _x;
_muzzles = getArray(configFile >> "cfgWeapons" >> _weapon >> "muzzles");
if (count _muzzles == 0) then { _muzzles = [_weapon ]; };
{
_muzz = _x;
{
if (_x in magazines player) then {
_ammo_throwable set [ count _ammo_throwable, getText(configFile >> "cfgMagazines" >> _x >> "ammo") ];
_muzzles_throwable set [ count _muzzles_throwable, _muzz ];
_weapon_throwable set [ count _weapon_throwable, _weapon ];
};
} forEach getArray(configFile >> "cfgWeapons" >> _weapon >> _muzz >> "magazines");
} forEach _muzzles;
} forEach ["Throw"];
_magCount = count _ammo_throwable;
if (_magCount > 0) then {
if (isNil "KB_CurrentThrowable") then { KB_CurrentThrowable = -1; };
_currentAmmo = (weaponState player) select 3;
_idx = _ammo_throwable find _currentAmmo;
if (_idx >= 0) then { KB_CurrentThrowable = _idx; };
KB_CurrentThrowable = (KB_CurrentThrowable + 1) mod _magCount;
player selectWeapon (_muzzles_throwable select KB_CurrentThrowable);
_handled = true;
};
};
};
*/
_surrender = {
local _surrender = {
call player_surrender;
_handled = true;
};
_gear = {
if ((vehicle player != player) && {!_shiftState} && {!_ctrlState} && {!_altState} && {!dialog}) then {
local _gear = {
if ((vehicle player != player) && {!_shiftState && !_ctrlState && !_altState && !dialog}) then {
createGearDialog [player, "RscDisplayGear"];
_handled = true;
} else {
@@ -144,20 +104,13 @@ if (isNil "keyboard_keys") then {
};
};
};
_forcesave = {
local _forcesave = {
if (diag_tickTime - dayz_lastSave > 10) then {
call player_forceSave;
};
};
/*
_forcesave2 = {
if ((!isNull (findDisplay 106)) OR dialog) then {
call player_forceSave;
};
};
*/
_drop = {
private "_doors";
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;};
@@ -167,13 +120,13 @@ if (isNil "keyboard_keys") then {
if (count _doors > 0 && {speed player > 0}) then {_handled = true;}; //Prevent sprint and prone through doors glitch
};
};
_interrupt = {
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'";
_noise = {
local _noise = {
//Overriding default engine handling does not stop combination binds, need manual disableUserInput too
_handled = [displayNull,_dikCode,_shiftState] call dze_filterCheats;
@@ -182,60 +135,17 @@ if (isNil "keyboard_keys") then {
[player,20,true,(getPosATL player)] call player_alertZombies;
};
};
_journal = {
if (!dayz_isSwimming && {!dialog}) then {
local _journal = {
if (!dayz_isSwimming && !dialog) then {
[player,4,true,(getPosATL player)] call player_alertZombies;
createDialog 'horde_journal_front_cover';
};
_handled = true;
};
_build_left = {
DZE_4 = true;
// fence construction
if (0 != count Dayz_constructionContext) then {
private ["_angleRef", "_dir","_new"];
_angleRef = Dayz_constructionContext select 1;
_dir = _angleRef - (getDir player) -5;
if (_dir > 180) then {_dir = _dir - 360};
if (_dir < -180) then {_dir = _dir + 360};
if ( _dir > -75) then {
_new = floor((_angleRef - 5)/5)*5;
Dayz_constructionContext set [ 1, _new]; // favorite angle
r_interrupt = true;
};
_handled = true;
};
dayz_dodge = true;
};
_build_right = {
DZE_6 = true;
if (0 != count Dayz_constructionContext) then {
private ["_angleRef", "_dir","_new"];
_angleRef = Dayz_constructionContext select 1;
_dir = _angleRef - (getDir player) +5;
if (_dir > 180) then { _dir = _dir - 360; };
if (_dir < -180) then { _dir = _dir + 360; };
if (_dir < 75) then {
_new = ceil((_angleRef + 5)/5)*5;
Dayz_constructionContext set [ 1, _new]; // favorite angle
r_interrupt = true;
};
_handled = true;
};
dayz_dodge = true;
};
_build_str8OnOff = {
local _bunnyhop = {
r_interrupt = true;
if (0 != count Dayz_constructionContext) then {
Dayz_constructionContext set [ 5, !(Dayz_constructionContext select 5) ];
_handled = true;
};
if (animationState player in ["bunnyhopunarmed","bunnyhoprifle"]) then {
//Fixes invisible weapon switch glitch if double tapping vault with no weapon in hands
_handled = true;
@@ -243,9 +153,7 @@ if (isNil "keyboard_keys") then {
if (player isKindOf "PZombie_VB") then {
_handled = true; // do not allow player zombies to vault or jump
} else {
private "_nearbyObjects";
_nearbyObjects = nearestObjects [getPosATL player, dayz_disallowedVault, 8];
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;
@@ -258,11 +166,11 @@ if (isNil "keyboard_keys") then {
};
};
_block = {
local _block = {
_handled = true;
};
_addArray = {
local _addArray = {
{
if (_x <= 999999) then {
keyboard_keys set [_x, _this select 1];
@@ -301,7 +209,6 @@ if (isNil "keyboard_keys") then {
[[DIK_1], _rifle] call _addArray;
[[DIK_2], _pistol] call _addArray;
[[DIK_3], _melee] call _addArray;
//[[DIK_4], _throwable] call _addArray;
[actionKeys "Gear", _gear] call _addArray;
[actionKeys "Prone", _drop] call _addArray;
[actionKeys "Crouch", _drop] call _addArray;
@@ -329,10 +236,9 @@ if (isNil "keyboard_keys") then {
[[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;
//[[DIK_F4, DIK_RMENU, DIK_LMENU,DIK_LSHIFT,DIK_RSHIFT,DIK_ESCAPE], _forcesave2] call _addArray;
[actionKeys "LeanLeft", _build_left ] call _addArray;
[actionKeys "LeanRight", _build_right ] call _addArray;
[actionKeys "GetOver", _build_str8OnOff ] call _addArray; // V
[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,
@@ -345,13 +251,13 @@ if (isNil "keyboard_keys") then {
};
[actionKeys "DSInterface", _block] call _addArray;
[[DIK_P], {if (_shiftState) then {_handled = true;};}] call _addArray;
diag_log "keyboard_keys reset";
//diag_log "keyboard_keys reset";
};
if (r_player_unconsciousInputDisabled) exitWith {true};
_code = keyboard_keys select _dikCode;
local _code = keyboard_keys select _dikCode;
if (!isNil "_code") then {
call _code;
};
_handled
_handled

View File

@@ -250,7 +250,6 @@ if (!isDedicated) then {
dayz_fishingInprogress = false;
NORRN_dropAction = -1;
dayz_dodge = false;
Dayz_constructionContext = [];
Dayz_freefall = [ time, 0, 0.1 ];
dayz_getoutTime = 0;
dayz_hitByTime = 0;