ACE3/addons/captives/functions/fnc_setCaptive.sqf

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/*
* Author: Nic547, commy2
* Makes a civilian unable to move.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: True to take captive, false to release captive <BOOL>
*
* Return Value:
* Nothing
*
* Example:
* TODO
*
* Public: No
*/
#include "script_component.hpp"
PARAMS_2(_unit,_state);
if (!local _unit) exitWith {[[_unit, _state, true], _fnc_scriptName, _unit] call ACE_Core_fnc_execRemoteFnc};
if (_state) then {
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if (_unit getVariable [QGVAR(isCaptive), false]) exitWith {};
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_unit setVariable [QGVAR(isCaptive), true, true];
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// fix anim on mission start (should work on dedicated servers)
_unit spawn {
[_this, "ACE_Handcuffed", true] call ACE_Core_fnc_setCaptivityStatus;
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if (_this getVariable [QGVAR(isCaptive), false] && {vehicle _this == _this}) then {
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[_this] call EFUNC(common,fixLoweredRifleAnimation);
[_this, "ACE_AmovPercMstpScapWnonDnon", 0] spawn EFUNC(common,doAnimation);
};
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};
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_unit setVariable ["ACE_Captives_CargoIndex", vehicle _unit getCargoIndex _unit, true];
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if (_unit == ACE_player) then {
showHUD false;
};
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} else {
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if !(_unit getVariable [QGVAR(isCaptive), false]) exitWith {};
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_unit setVariable [QGVAR(isCaptive), false, true];
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[_unit, "ACE_Handcuffed", false] call ACE_Core_fnc_setCaptivityStatus;
if (vehicle _unit == _unit) then {
[_unit, "ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
};
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if (_unit getVariable ["ACE_Captives_CargoIndex", -1] != -1) then {
_unit setVariable ["ACE_Captives_CargoIndex", -1, true];
};
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if (_unit == ACE_player) then {
showHUD true;
};
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};