ACE3/TO_MERGE/agm/Interaction/functions/fn_openDoor.sqf

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// by commy2
private ["_info", "_house", "_door", "_animations", "_lockedVariable"];
_info = [2] call AGM_Interaction_fnc_getDoor;
_house = _info select 0;
_door = _info select 1;
if (isNull _house) exitWith {};
_animations = [_house, _door] call AGM_Interaction_fnc_getDoorAnimations;
_lockedVariable = _animations select 1;
_animations = _animations select 0;
if (count _animations == 0) exitWith {};
if (_house animationPhase (_animations select 0) <= 0 && {_house getVariable [_lockedVariable select 0, 0] == 1}) exitWith {
_lockedVariable set [0, _house];
_lockedVariable spawn compile preprocessFileLineNumbers "\A3\Structures_F\scripts\LockedDoor_open.sqf";
};
AGM_Interaction_isOpeningDoor = true;
playSound "AGM_Sound_Click";
[_house, _animations] spawn {
_house = _this select 0;
_animations = _this select 1;
_phase = _house animationPhase (_animations select 0);
_position = getPosASL AGM_player;
_time = time + 0.2;
_usedMouseWheel = false;
waitUntil {
if (inputAction "PrevAction" > 0 || {inputAction "NextAction" > 0}) then {
_usedMouseWheel = true;
};
_phase = _phase + (inputAction "PrevAction" / 12) min 1;
_phase = _phase - (inputAction "NextAction" / 12) max 0;
{_house animate [_x, _phase]} forEach _animations;
!AGM_Interaction_isOpeningDoor || {getPosASL AGM_player distance _position > 1}
};
if (!_usedMouseWheel && {time < _time}) then {
_phase = [0, 1] select (_house animationPhase (_animations select 0) < 0.5);
{_house animate [_x, _phase]} forEach _animations;
};
AGM_Interaction_isOpeningDoor = false;
};