ACE3/addons/captives/functions/fnc_setHandcuffed.sqf

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#include "..\script_component.hpp"
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/*
* Author: Nic547, commy2
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* Handcuffs a unit.
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*
* Arguments:
* 0: Unit <OBJECT>
* 1: True to take captive, false to release captive <BOOL>
* 2: Caller <OBJECT>
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*
* Return Value:
* None
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*
* Example:
* [bob, true, dave] call ACE_captives_fnc_setHandcuffed;
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*
* Public: No
*/
params ["_unit", "_state", ["_caller", objNull]];
TRACE_3("params",_unit,_state,_caller);
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if (!local _unit) exitWith {
WARNING("running setHandcuffed on remote unit");
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};
if !(missionNamespace getVariable [QGVAR(captivityEnabled), false]) exitWith {
// It's to soon to call this function, delay it
if (EGVAR(common,settingsInitFinished)) then {
// Settings are already initialized, but the small wait isn't over
[DFUNC(setHandCuffed), _this, 0.05] call CBA_fnc_waitAndExecute;
} else {
// Settings are not initialized yet
[DFUNC(setHandCuffed), _this] call EFUNC(common,runAfterSettingsInit);
};
};
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if ((_unit getVariable [QGVAR(isHandcuffed), false]) isEqualTo _state) exitWith {
WARNING("setHandcuffed: current state same as new");
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};
if (_state) then {
_unit setVariable [QGVAR(isHandcuffed), true, true];
[_unit, "setCaptive", QGVAR(handcuffed), true] call EFUNC(common,statusEffect_set);
[_unit, "blockRadio", QGVAR(handcuffed), true] call EFUNC(common,statusEffect_set);
if (_unit getVariable [QGVAR(isSurrendering), false]) then { //If surrendering, stop
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[_unit, false] call FUNC(setSurrendered);
};
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//Set unit cargoIndex (will be -1 if dismounted)
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_unit setVariable [QGVAR(CargoIndex), ((vehicle _unit) getCargoIndex _unit), true];
if (_unit == ACE_player) then {
["captive", [false, false, false, false, false, false, false, false, false, true]] call EFUNC(common,showHud);
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};
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// fix anim on mission start (should work on dedicated servers)
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[{
params ["_unit"];
if !(_unit getVariable [QGVAR(isHandcuffed), false]) exitWith {};
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if ((vehicle _unit) == _unit) then {
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[_unit] call EFUNC(common,fixLoweredRifleAnimation);
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[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
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} else {
[_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
[_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation);
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};
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//Adds an animation changed eh
//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
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private _animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
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if (_animChangedEHID != -1) then {
TRACE_1("removing animChanged EH",_animChangedEHID);
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
};
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_animChangedEHID = _unit addEventHandler ["AnimChanged", {call FUNC(handleAnimChangedHandcuffed)}];
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TRACE_2("Adding animChangedEH",_unit,_animChangedEHID);
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_unit setVariable [QGVAR(handcuffAnimEHID), _animChangedEHID];
}, [_unit], 0.01] call CBA_fnc_waitAndExecute;
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} else {
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_unit setVariable [QGVAR(isHandcuffed), false, true];
[_unit, "setCaptive", QGVAR(handcuffed), false] call EFUNC(common,statusEffect_set);
[_unit, "blockRadio", QGVAR(handcuffed), false] call EFUNC(common,statusEffect_set);
//remove AnimChanged EH
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private _animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
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TRACE_1("removing animChanged EH",_animChangedEHID);
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_unit removeEventHandler ["AnimChanged", _animChangedEHID];
_unit setVariable [QGVAR(handcuffAnimEHID), -1];
if (((vehicle _unit) == _unit) && {_unit call EFUNC(common,isAwake)}) then {
//Break out of hands up animation loop
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[_unit, "ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
};
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if (_unit getVariable [QGVAR(CargoIndex), -1] != -1) then {
_unit setVariable [QGVAR(CargoIndex), -1, true];
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};
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if (_unit == ACE_player) then {
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["captive", []] call EFUNC(common,showHud); //same as showHud true;
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};
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};
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//Global Event after changes:
["ace_captiveStatusChanged", [_unit, _state, "SetHandcuffed", _caller]] call CBA_fnc_globalEvent;