// (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 (!isNil "DZE_buildItem") then {_handled = true;}; // ESC to cancel build if (r_player_dead) then {_handled = true;}; // Disable ESC after death }; local _dze_f = { if (!_ctrlState && !_altState) then {DZE_F = true;}; if (!isNil "DZE_buildItem") then {_handled = true;}; // hold/release object while base building without altering weapon firing mode }; local _dze_q = { DZE_4 = true; if (!isNil "DZE_buildItem") then { _handled = true; } else { DZE_Q = true; dayz_dodge = true; }; }; local _dze_e = { DZE_6 = true; if (!isNil "DZE_buildItem") then { _handled = true; } else { DZE_E = true; dayz_dodge = true; }; }; local _dze_PgUp = { if (!_ctrlState && !_altState) then {DZE_Q = true;}; if (!_ctrlState && _altState) then {DZE_Q_alt = true;}; if (_ctrlState && !_altState) then {DZE_Q_ctrl = true;}; if (!isNil "DZE_buildItem") then {_handled = true;}; // raise object while base building without altering weapon zeroing }; local _dze_PgDn = { if (!_ctrlState && !_altState) then {DZE_Z = true;}; if (!_ctrlState && _altState) then {DZE_Z_alt = true;}; if (_ctrlState && !_altState) then {DZE_Z_ctrl = true;}; if (!isNil "DZE_buildItem") then {_handled = true;}; // lower object while base building without altering weapon zeroing }; local _dze_tab = { if (!isNil "DZE_buildItem") then { call { if (!_shiftState && !_altState && !_ctrlState) exitWith {DZE_TAB = true;}; if (_shiftState && !_altState && !_ctrlState) exitWith {DZE_TAB_SHIFT = true;}; }; _handled = true; }; }; local _dze_p = { if (_shiftState) then { _handled = true; } else { if (!isNil "DZE_buildItem") then { // show/hide plot pole boundary while base building DZE_P = true; _handled = true; }; }; }; local _dze_up = { if (!isNil "DZE_buildItem") then { // pitch object forward while base building (Up Arrow or Numpad 8) if ((DZE_LEFT_HANDED && (_dikCode == 72)) || (!DZE_LEFT_HANDED && (_dikCode == 200))) then { DZE_UP = true; _handled = true; }; }; r_interrupt = true; }; local _dze_down = { if (!isNil "DZE_buildItem") then { // pitch object back while base building (Down Arrow or Numpad 2) if ((DZE_LEFT_HANDED && (_dikCode == 80)) || (!DZE_LEFT_HANDED && (_dikCode == 208))) then { DZE_DOWN = true; _handled = true; }; }; r_interrupt = true; }; local _dze_left = { if (!isNil "DZE_buildItem") then { // bank object left while base building (Left Arrow or Numpad 4) if ((DZE_LEFT_HANDED && (_dikCode == 75)) || (!DZE_LEFT_HANDED && (_dikCode == 203))) then { DZE_LEFT = true; _handled = true; }; }; r_interrupt = true; }; local _dze_right = { if (!isNil "DZE_buildItem") then { // bank object right while base building (Right Arrow or Numpad 6) if ((DZE_LEFT_HANDED && (_dikCode == 77)) || (!DZE_LEFT_HANDED && (_dikCode == 205))) then { DZE_RIGHT = true; _handled = true; }; }; r_interrupt = true; }; local _dze_t = { if (!isNil "DZE_buildItem") then { // terrain align while base building DZE_T = true; _handled = true; }; }; local _dze_l = { if (!isNil "DZE_buildItem") then { // toggle local mode while base building (local axis / world axis) DZE_L = true; _handled = true; }; }; local _dze_h = { if (!isNil "DZE_buildItem") then { // hide / unhide snap building panel DZE_H = true; _handled = true; }; }; local _dze_back = { DZE_BACK = true; if (!isNil "DZE_buildItem") then {_handled = true;}; // reset vectors while base building (backspace) }; 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 _handedness = { if (isNil "DZE_buildItem") then { // only allow switching outside of base building DZE_LEFT_HANDED = !DZE_LEFT_HANDED; local _handed = ""; if (DZE_LEFT_HANDED) then { _handed = "STR_EPOCH_LEFT_HANDED"; } else { _handed = "STR_EPOCH_RIGHT_HANDED"; }; systemChat format [localize "STR_EPOCH_KEYBOARD_HANDEDNESS", localize _handed]; }; _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; }; }; }; }; local _block = { _handled = true; }; local _addArray = { { if (_x >= 0 && {_x <= 999999}) then { // Ensure positive values only. keyboard_keys set [_x, _this select 1]; }; } forEach (_this select 0); }; local _brake = { if (DZE_isOnBike) then {DZE_isBraking = true}; call _interrupt; }; 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], {if (isNil "DZE_buildItem") then {DZE_Q_alt = true;}}] call _addArray; [[DIK_F], _dze_f] call _addArray; [[DIK_P], _dze_p] call _addArray; [[DIK_T], _dze_t] call _addarray; // terrain mode [[DIK_L], _dze_l] call _addarray; // local mode [[DIK_H], _dze_h] call _addarray; // hide/unhide panel [[DIK_MINUS], {DZE_MINUS = true;}] call _addArray; // decrease degrees (-) [[DIK_EQUALS], {DZE_PLUS = true;}] call _addArray; // increase degrees (=+) [[DIK_BACK], _dze_back] call _addarray; [[DIK_PRIOR], _dze_PgUp] call _addArray; [[DIK_NEXT], _dze_PgDn] 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", {if (isNil "DZE_buildItem") then {DZE_Q_ctrl = true;}}] call _addArray; [actionKeys "User8", {if (isNil "DZE_buildItem") then {DZE_Z_ctrl = true;}}] call _addArray; [actionKeys "User13", {if (isNil "DZE_buildItem") then {DZE_Q_alt = true;}}] call _addArray; [actionKeys "User14", {if (isNil "DZE_buildItem") then {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; // Delete Key [actionKeys "MoveRight", _interrupt] call _addArray; // End Key [actionKeys "MoveForward", _interrupt] call _addArray; // W / Up Arrow Keys [actionKeys "MoveBack", _brake] call _addArray; // S / Down Arrow Keys [actionKeys "TurnLeft", _interrupt] call _addArray; // A / Left Arrow Keys [actionKeys "TurnRight", _interrupt] call _addArray; // D / Right Arrow Keys /////////////////////////////////////////////////////////////////////////////////////////// // Keep these arrow keys directly below the move/turn action key entries, // and keep them in exactly this order. /////////////////////////////////////////////////////////////////////////////////////////// [[DIK_NUMPAD8], _dze_up] call _addArray; [[DIK_NUMPAD2], _dze_down] call _addArray; [[DIK_NUMPAD4], _dze_left] call _addArray; [[DIK_NUMPAD6], _dze_right] call _addArray; [[DIK_UP], _dze_up] call _addArray; [[DIK_DOWN], _dze_down] call _addArray; [[DIK_LEFT], _dze_left] call _addArray; [[DIK_RIGHT], _dze_right] 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; [actionKeys "SelectAll", _block] call _addArray; [[DIK_F1], _muteSound] call _addArray; [[DIK_F3], _statusUI] call _addArray; [[DIK_F6], _handedness] call _addArray; [[DIK_F5], {if (diag_tickTime - dayz_lastSave > 10) then {call player_forceSave;};_handled = true;}] call _addArray; [[DIK_TAB], _dze_tab] call _addArray; [actionKeys "LeanLeft", {DZE_4 = true; dayz_dodge = true;}] call _addArray; [actionKeys "LeanRight", {DZE_6 = true; dayz_dodge = true;}] call _addArray; [[DIK_Q], _dze_q] call _addArray; [[DIK_E], _dze_e] call _addArray; [actionKeys "GetOver", _bunnyhop] call _addArray; // V [actionKeys "ForceCommandingMode", {DZE_5 = true; _handled = true;}] call _addArray; [[DIK_F2, DIK_F4, DIK_F7, DIK_F8, DIK_F9, DIK_F10, DIK_F11, DIK_F12, DIK_4, DIK_5, DIK_6, DIK_7, DIK_8, DIK_9], _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; }; if (r_player_unconsciousInputDisabled) exitWith {true}; local _code = keyboard_keys select _dikCode; if (!isNil "_code") then { call _code; }; _handled