ACE3/addons/explosives/functions/fnc_startDefuse.sqf

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/*
* Author: Garth 'L-H' de Wet
* Starts defusing an explosive
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Target explosive <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player, ACE_Interaction_Target] call ACE_Explosives_fnc_StartDefuse;
*
* Public: Yes
*/
#include "script_component.hpp"
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params ["_unit", "_target"];
TRACE_2("params",_unit,_target);
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private ["_actionToPlay", "_defuseTime", "_isEOD"];
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_target = attachedTo (_target);
_fnc_DefuseTime = {
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params ["_specialist", "_target"];
TRACE_2("defuseTime",_specialist,_target);
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private ["_defuseTime"];
_defuseTime = 5;
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if (isNumber(ConfigFile >> "CfgAmmo" >> typeOf (_target) >> QGVAR(DefuseTime))) then {
_defuseTime = getNumber(ConfigFile >> "CfgAmmo" >> typeOf (_target) >> QGVAR(DefuseTime));
};
if (!_specialist && {GVAR(PunishNonSpecialists)}) then {
_defuseTime = _defuseTime * 1.5;
};
_defuseTime
};
_actionToPlay = "MedicOther";
if (STANCE _unit == "Prone") then {
_actionToPlay = "PutDown";
};
if (ACE_player != _unit) then {
// If the unit is a player, call the function on the player.
if (isPlayer _unit) then {
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[QGVAR(startDefuse), [_unit, _target], _unit] call CBA_fnc_targetEvent;
} else {
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[_unit, _actionToPlay] call EFUNC(common,doGesture);
_unit disableAI "MOVE";
_unit disableAI "TARGET";
_defuseTime = [[_unit] call EFUNC(Common,isEOD), _target] call _fnc_DefuseTime;
[{
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params ["_unit", "_target"];
TRACE_2("defuse finished",_unit,_target);
[_unit, _target] call FUNC(defuseExplosive);
_unit enableAI "MOVE";
_unit enableAI "TARGET";
}, [_unit, _target], _defuseTime] call CBA_fnc_waitAndExecute;
};
} else {
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[_unit, _actionToPlay] call EFUNC(common,doGesture);
_isEOD = [_unit] call EFUNC(Common,isEOD);
_defuseTime = [_isEOD, _target] call _fnc_DefuseTime;
if (_isEOD || {!GVAR(RequireSpecialist)}) then {
[_defuseTime, [_unit,_target], {(_this select 0) call FUNC(defuseExplosive)}, {}, (localize LSTRING(DefusingExplosive)), {true}, ["isNotSwimming"]] call EFUNC(common,progressBar);
};
};