ACE3/addons/minedetector/functions/fnc_detectorLoop.sqf

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2016-05-03 20:37:02 +00:00
/*
* Author: Glowbal
* Handle mine detection in a PFH loop
*
* Arguments:
* 0: args <ARRAY>
* 1: PHD Id <PFH_ID>
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
params ["_args", "_idPFH"];
_args params ["_unit", "_type", "_detectorConfig", "_lastPlayed"];
if !([_unit, _type] call FUNC(hasDetectorType)) exitwith {
// disable detector type
[_unit, _type] call FUNC(disableDetector);
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
if (!alive _unit) exitwith {
[_unit, _type] call FUNC(disableDetector);
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
if !([_unit, _type] call FUNC(isDetectorEnabled)) exitwith {
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
if (ACE_player == _unit && {currentWeapon _unit == _type}) then {
private _detected = [_unit, _detectorConfig] call FUNC(getDetectedObject);
_detected params ["_hasDetected", "_object", "_distance"];
if (_hasDetected && (ACE_time - _lastPlayed > 0.9)) then {
_args set [3, ACE_time];
_detectorConfig params ["_type", "_radius", "_detectableTypes", "_sounds"];
private _sound = _sounds select (_distance >= 1.2);
[_unit, _sound, true] call FUNC(playDetectorSound);
};
};