2015-06-07 20:00:43 +00:00
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/*
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* Author: Jonpas
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* Sits down the player.
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*
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* Arguments:
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* 0: Seat <OBJECT>
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* 1: Player <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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* [seat, player] call ace_sitting_fnc_sit;
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*
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* Public: No
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*/
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#include "script_component.hpp"
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2015-06-26 19:31:48 +00:00
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private ["_configFile", "_sitDirection", "_sitPosition", "_sitRotation", "_sitDirectionVisual"];
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2015-06-11 17:46:16 +00:00
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2015-08-07 13:12:24 +00:00
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params ["_seat", "_player"];
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2015-06-07 20:00:43 +00:00
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// Set global variable for standing up
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GVAR(seat) = _seat;
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// Overwrite weird position, because Arma decides to set it differently based on current animation/stance...
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_player switchMove "amovpknlmstpsraswrfldnon";
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// Read config
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2015-06-11 17:46:16 +00:00
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_configFile = configFile >> "CfgVehicles" >> typeOf _seat;
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_sitDirection = (getDir _seat) + getNumber (_configFile >> QGVAR(sitDirection));
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_sitPosition = getArray (_configFile >> QGVAR(sitPosition));
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_sitRotation = if (isNumber (_configFile >> QGVAR(sitRotation))) then {getNumber (_configFile >> QGVAR(sitRotation))} else {45}; // Apply default if config entry not present
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2015-06-07 20:00:43 +00:00
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2015-06-09 14:48:58 +00:00
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// Get random animation and perform it (before moving player to ensure correct placement)
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2015-08-08 00:13:14 +00:00
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[_player, call FUNC(getRandomAnimation), 2] call EFUNC(common,doAnimation); // Correctly places when using non-transitional animations
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[_player, "", 1] call EFUNC(common,doAnimation); // Correctly applies animation's config values (such as disallow throwing of grenades, intercept keybinds... etc).
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2015-06-09 14:48:58 +00:00
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2015-06-07 20:00:43 +00:00
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// Set direction and position
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2015-06-11 17:46:16 +00:00
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_player setDir _sitDirection;
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2015-07-07 01:46:54 +00:00
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// No need for ATL/ASL as modelToWorld returns in format position
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2015-07-04 20:43:16 +00:00
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_player setPos (_seat modelToWorld _sitPosition);
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2015-06-07 20:00:43 +00:00
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// Set variables
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2015-06-08 21:39:14 +00:00
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_player setVariable [QGVAR(isSitting), true];
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2015-06-07 20:00:43 +00:00
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_seat setVariable [QGVAR(seatOccupied), true, true]; // To prevent multiple people sitting on one seat
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2015-06-11 17:46:16 +00:00
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// Add rotation control PFH
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_sitDirectionVisual = getDirVisual _player; // Needed for precision and issues with using above directly
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2015-07-05 15:07:34 +00:00
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_seatPosOrig = getPosASL _seat;
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2015-06-11 17:46:16 +00:00
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[{
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2015-08-07 13:12:24 +00:00
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params ["_args", "_pfhId"];
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_args params ["_player", "_sitDirectionVisual", "_sitRotation", "_seat", "_seatPosOrig"];
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2015-06-26 19:31:48 +00:00
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// Remove PFH if not sitting any more
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2015-06-11 17:46:16 +00:00
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if !(_player getVariable [QGVAR(isSitting), false]) exitWith {
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2015-08-07 13:12:24 +00:00
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[_pfhId] call cba_fnc_removePerFrameHandler;
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TRACE_1("Remove PFH",_player getVariable [ARR_2(QGVAR(isSitting), false)]);
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2015-07-05 15:07:34 +00:00
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};
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// Stand up if chair moves
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if ([_seat, _seatPosOrig] call FUNC(hasChairMoved)) exitWith {
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_player call FUNC(stand);
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TRACE_2("Chair moved",getPosASL _seat,_seatPosOrig);
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2015-06-11 17:46:16 +00:00
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};
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2015-06-11 19:51:41 +00:00
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// Set direction to boundary when passing it
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2015-06-26 19:31:48 +00:00
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if (getDir _player > _sitDirectionVisual + _sitRotation) exitWith {
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2015-06-11 17:46:16 +00:00
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_player setDir (_sitDirectionVisual + _sitRotation);
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};
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2015-06-26 19:31:48 +00:00
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if (getDir _player < _sitDirectionVisual - _sitRotation) exitWith {
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2015-06-11 17:46:16 +00:00
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_player setDir (_sitDirectionVisual - _sitRotation);
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};
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2015-08-04 07:34:31 +00:00
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}, 0, [_player, _sitDirectionVisual, _sitRotation, _seat, _seatPosOrig]] call CBA_fnc_addPerFrameHandler;
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