ACE3/addons/sitting/functions/fnc_stand.sqf

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#include "..\script_component.hpp"
/*
* Author: Jonpas
* Stands up the player.
*
* Arguments:
* Player <OBJECT>
*
* Return Value:
* None
*
* Example:
* player call ace_sitting_fnc_stand
*
* Public: No
*/
params ["_player"];
TRACE_1("stand",_player);
(_player getVariable QGVAR(sittingStatus)) params ["_seat", "_actionID", ["_seatPos", 0]];
TRACE_3("sittingStatus",_seat,_actionID,_seatPos);
// Remove scroll-wheel action
_player removeAction _actionID;
// Restore animation
private _animation = switch (currentWeapon _player) do {
case "": {"amovpercmstpsnonwnondnon"};
case (primaryWeapon _player): {"amovpercmstpslowwrfldnon"};
case (handgunWeapon _player): {"amovpercmstpslowwpstdnon"};
default {"amovpercmstpsnonwnondnon"};
};
[_player, _animation, 2] call EFUNC(common,doAnimation);
// Set sitting status to nil
_player setVariable [QGVAR(sittingStatus), nil];
["ace_stoodUp", [_player, _seat, _seatPos]] call CBA_fnc_localEvent;
if (isNull _seat) exitWith {};
// Allow sitting on this seat again
private _seatsClaimed = _seat getVariable [QGVAR(seatsClaimed), []];
_seatsClaimed set [_seatPos, false];
_seat setVariable [QGVAR(seatsClaimed), _seatsClaimed, true];
// Unclaim if no one else sitting on it
if (_seatsClaimed find true == -1) then {
[objNull, _seat] call EFUNC(common,claim);
};