2015-02-04 06:35:51 +00:00
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/*
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2015-02-06 09:38:27 +00:00
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* Author: commy2
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* handle captive and unconsciousness state and prevent grenades
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*
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* Arguments:
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* 0: _unit <OBJECT>
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*
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* Return Value:
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* The return value <BOOL>
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*
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* Example:
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2015-02-06 23:03:56 +00:00
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* [bob] call ACE_captives_fnc_handleUnitInitPost
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2015-02-06 09:38:27 +00:00
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*
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* Public: No
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*/
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2015-02-04 06:35:51 +00:00
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#include "script_component.hpp"
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2015-08-04 23:15:20 +00:00
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params ["_unit"];
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2015-02-04 06:35:51 +00:00
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2015-02-05 22:39:45 +00:00
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// prevent players from throwing grenades (added to all units)
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2015-02-06 21:54:26 +00:00
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[_unit, "Throw", {((_this select 1) getVariable [QGVAR(isHandcuffed), false]) || {(_this select 1) getVariable [QGVAR(isSurrendering), false]}}, {}] call EFUNC(common,addActionEventhandler);
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2015-02-04 06:35:51 +00:00
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if (local _unit) then {
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// reset status on mission start
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2015-02-05 22:39:45 +00:00
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if (_unit getVariable [QGVAR(isHandcuffed), false]) then {
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_unit setVariable [QGVAR(isHandcuffed), false];
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[_unit, true] call FUNC(setHandcuffed);
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2015-02-04 06:35:51 +00:00
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};
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2015-02-06 21:54:26 +00:00
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if (_unit getVariable [QGVAR(isSurrendering), false]) then {
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_unit setVariable [QGVAR(isSurrendering), false];
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2015-02-17 00:03:09 +00:00
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[_unit, true] call FUNC(setSurrendered);
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2015-02-06 21:54:26 +00:00
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};
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2015-02-04 06:35:51 +00:00
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};
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