ACE3/addons/sitting/functions/fnc_sit.sqf

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/*
* Author: Jonpas
* Sits down the player.
*
* Arguments:
* 0: Seat <OBJECT>
* 1: Player <OBJECT>
*
* Return Value:
* None
*
* Example:
* [seat, player] call ace_sitting_fnc_sit;
*
* Public: No
*/
#include "script_component.hpp"
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private ["_configFile", "_sitDirection", "_sitPosition", "_seatRotation", "_sitDirectionVisual"];
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PARAMS_2(_seat,_player);
// Set global variable for standing up
GVAR(seat) = _seat;
// Overwrite weird position, because Arma decides to set it differently based on current animation/stance...
_player switchMove "amovpknlmstpsraswrfldnon";
// Read config
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_configFile = configFile >> "CfgVehicles" >> typeOf _seat;
_sitDirection = (getDir _seat) + getNumber (_configFile >> QGVAR(sitDirection));
_sitPosition = getArray (_configFile >> QGVAR(sitPosition));
_sitRotation = if (isNumber (_configFile >> QGVAR(sitRotation))) then {getNumber (_configFile >> QGVAR(sitRotation))} else {45}; // Apply default if config entry not present
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// Get random animation and perform it (before moving player to ensure correct placement)
[_player, call FUNC(getRandomAnimation), 2] call EFUNC(common,doAnimation);
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// Set direction and position
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_player setDir _sitDirection;
_player setPosASL (_seat modelToWorld _sitPosition) call EFUNC(common,positionToASL);
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// Set variables
_player setVariable [QGVAR(isSitting), true];
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_seat setVariable [QGVAR(seatOccupied), true, true]; // To prevent multiple people sitting on one seat
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// Add rotation control PFH
_sitDirectionVisual = getDirVisual _player; // Needed for precision and issues with using above directly
[{
private ["_args", "_player", "_sitDirectionVisual", "_sitRotation", "_currentDirection"];
_args = _this select 0;
_player = _args select 0;
_sitDirectionVisual = _args select 1;
_sitRotation = _args select 2;
// Remove PFH if not sitting anymore
if !(_player getVariable [QGVAR(isSitting), false]) exitWith {
[_this select 1] call cba_fnc_removePerFrameHandler;
};
_currentDirection = getDir _player;
if (_currentDirection > _sitDirectionVisual + _sitRotation) exitWith {
_player setDir (_sitDirectionVisual + _sitRotation);
};
if (_currentDirection < _sitDirectionVisual - _sitRotation) exitWith {
_player setDir (_sitDirectionVisual - _sitRotation);
};
}, 0, [_player, _sitDirectionVisual, _sitRotation]] call CBA_fnc_addPerFrameHandler;