Files
DayZ-Epoch/SQF/dayz_code/compile/keyboard.sqf
ebaydayz b9a5c59660 Include all controls in VON block
Moved to display 46 keydown since keydown on 63 only fires after the VON
transmission has already started (slight delay).

Added mouseButtonDown so it can not be bypassed via assigning a mouse
button.
2016-11-25 18:22:41 -05:00

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// (c) facoptere@gmail.com, licensed to DayZMod for the community
#include "\ca\editor\Data\Scripts\dikCodes.h"
_dikCode = _this select 1;
_shiftState = _this select 2;
_ctrlState = _this select 3;
_altState = _this select 4;
_handled = false;
if (isNil "keyboard_keys") then {
_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;};
};
_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;};
};
_autoRun = {
if (!autoRunActive) then {
autoRunActive = true;
autoRunThread = [] spawn {
while {autoRunActive} do {
if ((player != vehicle player) or (surfaceIsWater (getPosASL player)) or r_fracture_legs) exitWith {call autoRunOff;};
player playAction "FastF";
uiSleep 0.5;
};
};
} else {
call autoRunOff;
};
_handled = true;
};
_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;
};
_muteSound = {
call player_toggleSoundMute;
_handled = true;
};
_rifle = {
2 call dz_fn_switchWeapon;
_handled = true;
};
_pistol = {
3 call dz_fn_switchWeapon;
_handled = true;
};
_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 = {
call player_surrender;
_handled = true;
};
_gear = {
if ((vehicle player != player) and !_shiftState and !_ctrlState and !_altState && !dialog) then {
createGearDialog [player, "RscDisplayGear"];
_handled = true;
}
else { if ((vehicle player == player) and (speed vehicle player > 0)) then {
//[objNull, player, rSwitchMove,""] call RE;
_handled = true;
};};
};
_forcesave = {
dayz_lastCheckBit = diag_ticktime;
call player_forceSave;
call dayz_EjectPlayer;
};
_forcesave2 = {
if ((!isNull (findDisplay 106)) OR dialog) then {
call player_forceSave;
};
};
_drop = {
if (r_drag_sqf) then {
_doors = nearestObjects [player, DayZ_DropDrageeObjects, 3]; //Prevent exploit of glitching through doors
if (count _doors > 0) then {_handled = true;};
force_dropBody = true;
};
};
_interrupt = {
if (vehicle player == player) then { //allow med actions in moving vehicles
r_interrupt = true;
};
if (DZE_Surrender) then {call dze_surrender_off};
if (autoRunActive) then {call autoRunOff;};
};
// TODO: left/right, when gear open: onKeyDown = "[_this,'onKeyDown',0,107,0,107] execVM '\z\addons\dayz_code\system\handleGear.sqf'";
_noise = {
if (diag_ticktime - dayz_lastCheckBit > 10) then {
dayz_lastCheckBit = diag_ticktime;
[player,20,true,(getPosATL player)] call player_alertZombies;
};
};
_checkVoice = {
if (diag_ticktime - dayz_lastCheckBit > 10) then {
dayz_lastCheckBit = diag_ticktime;
[player,20,true,(getPosATL player)] call player_alertZombies;
};
_handled = if (!isNil "DZE_FilterCheats") then {[-999,false] call DZE_FilterCheats} else {false};
};
_journal = {
if (!dayz_isSwimming and !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 {
_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;
};
// tents and stash construction
_object = player getVariable ["constructionObject", objNull];
if (!isNull _object) then {
_dir = getDir _object - 3;
_object setDir _dir;
_handled = true;
};
dayz_dodge = true;
};
_build_right = {
DZE_6 = true;
if (0 != count Dayz_constructionContext) then {
_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;
};
// tents and stash construction
_object = player getVariable ["constructionObject", objNull];
if (!isNull _object) then {
_dir = getDir _object + 3;
_object setDir _dir;
_handled = true;
};
dayz_dodge = true;
};
_build_camOnOff = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildCamera.sqf";
_build_str8OnOff = {
if (0 != count Dayz_constructionContext) then {
Dayz_constructionContext set [ 5, !(Dayz_constructionContext select 5) ];
_handled = true;
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 {
_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;
};
};
};
};
_block = {
_handled = true;
};
_addArray = {
{
keyboard_keys set [_x, _this select 1];
} forEach (_this select 0);
};
keyboard_keys = [];
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_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;
//[[DIK_4], _throwable] 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", _checkVoice] call _addArray;
[actionKeys "PushToTalkAll", _checkVoice] call _addArray;
[actionKeys "PushToTalkCommand", _checkVoice] call _addArray;
[actionKeys "PushToTalkDirect", _checkVoice] call _addArray;
[actionKeys "PushToTalkGroup", _checkVoice] call _addArray;
[actionKeys "PushToTalkSide", _checkVoice] call _addArray;
[actionKeys "PushToTalkVehicle", _checkVoice] call _addArray;
[actionKeys "VoiceOverNet", _checkVoice] 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_F4, 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 "PersonView", _build_camOnOff ] call _addArray; // Camera Mode
[actionKeys "GetOver", _build_str8OnOff ] call _addArray; // V
// [[DIK_NUMPAD7], _rotate_left] call _addArray;
// [[DIK_NUMPAD9], _rotate_right] call _addArray;
[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_F4,
DIK_F3,DIK_F2,DIK_9,
DIK_8,DIK_7,DIK_6,DIK_5,DIK_4], _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;
};
diag_log "keyboard_keys reset";
if (!isNil "bis_fnc_halo_keydown_eh") then {bis_fnc_halo_keydown_eh = (finddisplay 46) displayaddeventhandler ["keydown","_this call bis_fnc_halo_keydown;"];}; // halo in progress
};
_this call DZE_FilterCheats;
if (r_player_unconsciousInputDisabled) exitWith {true};
_code = keyboard_keys select _dikCode;
if (!isNil "_code") then {
call _code;
};
_handled