forge/arma/client/addons/actor/XEH_postInitClient.sqf
Jacob Schmidt ebfe77a340 feat: implement complete Forge framework with Rust/Redis backend and Arma 3 integration
Implemented features:
- High-performance Rust extension with Redis persistence
- Actor/player management with loadout, position, and state tracking
- Banking system with deposit, withdraw, and transfer operations
- Physical and virtual garage/locker systems for vehicle and equipment storage
- Organization management with member tracking and permissions
- Client-side UI with React-like state management
- Server-side event-driven architecture with CBA Events
- Security: Self-transfer prevention at multiple layers
- Logging system with per-module log files
- ICOM module for inter-server communication

Co-Authored-By: Warp <agent@warp.dev>
2026-01-04 12:52:15 -06:00

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#include "script_component.hpp"
removeAllWeapons player;
removeAllAssignedItems player;
removeUniform player;
removeVest player;
removeBackpack player;
removeGoggles player;
removeHeadgear player;
SETPVAR(player,FORGE_isLoaded,false);
cutText ["Loading In...", "BLACK", 1];
player addEventHandler ["Killed", {
params ["_unit", "_killer", "_instigator", "_useEffects"];
[SRPC(economy,onKilled), [_unit]] call CFUNC(serverEvent);
}];
player addEventHandler ["Respawn", {
params ["_unit", "_corpse"];
private _uid = getPlayerUID player;
[SRPC(economy,onRespawn), [_unit, _corpse, _uid]] call CFUNC(serverEvent);
}];
if (isNil QGVAR(ActorClass)) then { [] call FUNC(initActorClass); };
[QGVAR(initActor), {
GVAR(ActorClass) call ["init", []];
}] call CFUNC(addEventHandler);
[QGVAR(onActorRespawn), {
params [["_loadout", [], [[]]], ["_medSpawnPos", [0,0,0], [[]]], ["_medSpawnDir", 0, [0]]];
private _message = ["warning", "Medical Alert", "You have been revived at a medical facility.", 5000];
EGVAR(notifications,NotificationClass) call ["create", _message];
player setUnitLoadout _loadout;
player setPosATL _medSpawnPos;
player setDir _medSpawnDir;
player switchMove "Acts_LyingWounded_loop";
["Initialize", [player, [], false, true, true, true, true, true, false, false]] call BFUNC(EGSpectator);
[SRPC(economy,onHealed), [player]] call CFUNC(serverEvent);
}] call CFUNC(addEventHandler);
[QGVAR(onActorHealed), {
player switchMove "";
["Terminate"] call BFUNC(EGSpectator);
}] call CFUNC(addEventHandler);
[QGVAR(responseInitActor), {
params [["_data", createHashMap, [createHashMap]]];
GVAR(ActorClass) call ["sync", [_data, true]];
cutText ["", "PLAIN", 1];
}] call CFUNC(addEventHandler);
[QGVAR(responseSyncActor), {
params [["_data", createHashMap, [createHashMap]], ["_jip", false, [false]]];
GVAR(ActorClass) call ["sync", [_data, _jip]];
}] call CFUNC(addEventHandler);
[QGVAR(initActor), []] call CFUNC(localEvent);
[{
GETVAR(player,FORGE_isLoaded,false)
}, {
private _holster = GVAR(ActorClass) call ["get", ["holster", true]];
if (_holster) then { [player] call AFUNC(weaponselect,putWeaponAway); };
}] call CFUNC(waitUntilAndExecute);