ACE3/addons/repair/functions/fnc_repairVehicle.sqf

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/*
* Author: commy2
*
* Start a repair action and open progress bar.
*
* Arguments:
* 0: Unit that does the repairing (Object)
* 1: vehicle to repair (Object)
* 2: Selected hitpoint (String)
*
* Return Value:
* NONE
*/
#include "script_component.hpp"
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params ["_unit", "_vehicle", "_hitPoint"];
TRACE_3("params",_unit,_vehicle,_hitPoint);
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// exit if not a valid hitpoint
if !(_hitPoint in ([_vehicle] call EFUNC(common,getHitPoints))) exitWith {};
// calculate time to fully repair the hitpoint
private ["_damage", "_time"];
_damage = _vehicle getHitPointDamage _hitPoint;
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_time = (5 + 10 * _damage) * ([1.5, 1] select ([_unit, GVAR(engineerSetting_Repair) + 1] call FUNC(isEngineer)));
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// get string of the hitpoint
private "_text";
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_text = format ["STR_ACE_Repair_%1", _hitPoint];
if (isLocalized _text) then {
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_text = format [localize LSTRING(RepairingHitPoint), localize _text];
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} else {
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_text = localize LSTRING(Repairing);
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};
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// open the loading bar
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[_time, [_unit, _vehicle, _hitPoint], {_this call DFUNC(doRepair)}, {_this call DFUNC(doRepair)}, _text, {(_this select 0) call DFUNC(canRepair)}, []] call EFUNC(common,progressBar);
// do animation
[_unit] call EFUNC(common,goKneeling);
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// @todo play sound