ACE3/addons/captives/functions/fnc_setSurrendered.sqf

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/*
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* Author: commy2 PabstMirror
* Lets a unit surrender
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*
* Arguments:
* 0: Unit <OBJECT>
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* 1: True to surrender, false to un-surrender <BOOL>
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*
* Return Value:
* Nothing
*
* Example:
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* [Pierre, true] call ACE_captives_fnc_setSurrendered;
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*
* Public: No
*/
#include "script_component.hpp"
PARAMS_2(_unit,_state);
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if (!local _unit) exitwith {
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ERROR("running surrender on remote unit");
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};
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if ((_unit getVariable [QGVAR(isSurrendering), false]) isEqualTo _state) exitWith {
ERROR("Surrender: current state same as new");
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};
if (_state) then {
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if ((vehicle _unit) != _unit) exitWith {ERROR("Cannot surrender while mounted");};
if (_unit getVariable [QGVAR(isHandcuffed), false]) exitWith {ERROR("Cannot surrender while handcuffed");};
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_unit setVariable [QGVAR(isSurrendering), true, true];
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[_unit, QGVAR(Surrendered), true] call EFUNC(common,setCaptivityStatus);
if (_unit == ACE_player) then {
showHUD false;
};
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[_unit] call EFUNC(common,fixLoweredRifleAnimation);
[_unit, "ACE_AmovPercMstpSsurWnonDnon", 1] call EFUNC(common,doAnimation);
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// fix anim on mission start (should work on dedicated servers)
[{
PARAMS_1(_unit);
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if (_unit getVariable [QGVAR(isSurrendering), false] && {(vehicle _unit) == _unit}) then {
//Adds an animation changed eh
//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
_animChangedEHID = _unit addEventHandler ["AnimChanged", {
PARAMS_2(_unit,_newAnimation);
if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
TRACE_1("Surrender animation interrupted",_newAnimation);
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[_unit, "ACE_AmovPercMstpSsurWnonDnon", 1] call EFUNC(common,doAnimation);
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};
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}];
_unit setVariable [QGVAR(surrenderAnimEHID), _animChangedEHID];
};
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}, [_unit], 0.01, 0] call EFUNC(common,waitAndExecute);
} else {
_unit setVariable [QGVAR(isSurrendering), false, true];
[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus);
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//remove AnimChanged EH
_animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1];
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
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_unit setVariable [QGVAR(surrenderAnimEHID), -1];
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if (_unit == ACE_player) then {
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//only re-enable HUD if not handcuffed
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if (!(_unit getVariable [QGVAR(isHandcuffed), false])) then {
showHUD true;
};
};
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if (!alive _unit) exitWith {};
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if (_unit getVariable ["ACE_isUnconscious", false]) exitWith {}; //don't touch animations if unconscious
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//if we are in "hands up" animationState, crack it now
if (((vehicle _unit) == _unit) && {(animationState _unit) == "ACE_AmovPercMstpSsurWnonDnon"}) then {
[_unit, "ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
} else {
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//spin up a PFEH, to watching animationState for the next 20 seconds to make sure we don't enter "hands up"
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//Handles long animation chains
[{
PARAMS_2(_args,_pfID);
EXPLODE_2_PVT(_args,_unit,_maxTime);
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//If waited long enough or they re-surrendered or they are unconscious, exit loop
if ((time > _maxTime) || {_unit getVariable [QGVAR(isSurrendering), false]} || {_unit getVariable ["ACE_isUnconscious", false]}) exitWith {
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[_pfID] call CBA_fnc_removePerFrameHandler;
};
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//Only break animation if they are actualy the "hands up" animation (because we are using switchmove there won't be an transition)
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if (((vehicle _unit) == _unit) && {(animationState _unit) == "ACE_AmovPercMstpSsurWnonDnon"}) exitWith {
[_pfID] call CBA_fnc_removePerFrameHandler;
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//Break out of hands up animation loop
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[_unit, "ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
};
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}, 0, [_unit, (time + 20)]] call CBA_fnc_addPerFrameHandler;
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};
};