ACE3/addons/fastroping/functions/fnc_fastRopeServerPFH.sqf

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#include "..\script_component.hpp"
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/*
* Author: BaerMitUmlaut
* Server PerFrameHandler during fast roping.
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*
* Arguments:
* 0: PFH arguments <ARRAY>
* 1: PFH handle <OBJECT>
*
* Return Value:
* None
*
* Example:
* [[_unit, _vehicle, _rope, _ropeIndex], 0] call ace_fastroping_fnc_fastRopeServerPFH
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*
* Public: No
*/
params ["_arguments", "_pfhHandle"];
_arguments params ["_unit", "_vehicle", "_rope", "_ropeIndex", "_hasBeenAttached"];
_rope params ["_attachmentPoint", "_ropeTop", "_ropeBottom", "_dummy", "_hook"];
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//Wait until the unit is actually outside of the helicopter
if (!isNull objectParent _unit) exitWith {};
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//Prevent teleport if hook has been deleted due to rope cut
if (isNull _hook) exitWith {
detach _unit; //Does not matter if unit was not attached yet
[_pfhHandle] call CBA_fnc_removePerFrameHandler;
};
private _ropeLength = _vehicle getVariable [QGVAR(ropeLength), DEFAULT_ROPE_LENGTH];
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//Start fast roping
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if (getMass _dummy != 80) exitWith {
TRACE_1("unwinding ropes",_ropeLength);
//Fix for twitchyness
_dummy setMass 80;
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_dummy setCenterOfMass [0, 0, -2];
private _origin = getPosASL _hook;
_dummy setPosASL (_origin vectorAdd [0, 0, -2]);
_dummy setVectorUp [0, 0, 1];
ropeUnwind [_ropeTop, 6, _ropeLength];
ropeUnwind [_ropeBottom, 6, 0.5];
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};
//Check if the player has been attached to the rope yet
if (!_hasBeenAttached && {!(isNull attachedTo _unit)}) then {
_hasBeenAttached = true;
_arguments set [4, true];
};
//Exit when the unit has been detached and is falling (rope broke, heli flew too fast, etc.)
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//Make sure this isn't executed before the unit is actually fastroping
if (_hasBeenAttached && {isNull attachedTo _unit}) exitWith {
[_pfhHandle] call CBA_fnc_removePerFrameHandler;
};
//Setting the velocity manually to reduce twitching
_dummy setVelocity [0,0,-6];
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//Check if fast rope is finished
if (
((getPos _unit select 2) < 0.2)
|| {ropeLength _ropeTop == _ropeLength}
|| {vectorMagnitude (velocity _vehicle) > 5}
|| {!([_unit] call EFUNC(common,isAwake))}
) exitWith {
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detach _unit;
//Reset rope
deleteVehicle _ropeTop;
deleteVehicle _ropeBottom;
private _origin = getPosASL _hook;
_dummy setPosASL (_origin vectorAdd [0, 0, -1]);
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//Restore original mass and center of mass
_dummy setMass 40;
_dummy setCenterOfMass [0.000143227,0.00105986,-0.246147];
_ropeTop = ropeCreate [_dummy, [0, 0, 0], _hook, [0, 0, 0], 0.5];
_ropeBottom = ropeCreate [_dummy, [0, 0, 0], _ropeLength];
_ropeTop addEventHandler ["RopeBreak", {[_this, "top"] call FUNC(onRopeBreak)}];
_ropeBottom addEventHandler ["RopeBreak", {[_this, "bottom"] call FUNC(onRopeBreak)}];
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//Update deployedRopes array
private _deployedRopes = _vehicle getVariable [QGVAR(deployedRopes), []];
_deployedRopes set [_ropeIndex, [_attachmentPoint, _ropeTop, _ropeBottom, _dummy, _hook, false, false]];
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_vehicle setVariable [QGVAR(deployedRopes), _deployedRopes, true];
[_pfhHandle] call CBA_fnc_removePerFrameHandler;
};