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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params ["_seat", "_player"];
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// Overwrite weird position, because Arma decides to set it differently based on current animation/stance...
_player switchMove "amovpknlmstpsraswrfldnon";
// Add scroll-wheel action to release object
private _actionID = _player addAction [
format ["<t color='#FFFF00'>%1</t>", localize LSTRING(Stand)],
QUOTE((_this select 0) call FUNC(stand)),
nil,
20,
false,
true,
"GetOut",
QUOTE(_this call FUNC(canStand))
];
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// Read config
private _configFile = configFile >> "CfgVehicles" >> typeOf _seat;
private _sitDirection = (getDir _seat) + getNumber (_configFile >> QGVAR(sitDirection));
private _sitPosition = getArray (_configFile >> QGVAR(sitPosition));
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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); // Correctly places when using non-transitional animations
[_player, "", 1] call EFUNC(common,doAnimation); // Correctly applies animation's config values (such as disallow throwing of grenades, intercept keybinds... etc).
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// Set direction and position
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_player setDir _sitDirection;
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//modelToWorld returns AGL
_player setPosASL (AGLtoASL (_seat modelToWorld _sitPosition));
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// Set variables, save seat object on player
_player setVariable [QGVAR(isSitting), [_seat, _actionID]];
[_player, _seat] call EFUNC(common,claim); // To prevent multiple people sitting on one seat
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// Add automatical stand PFH in case of interruptions
private _seatPosOrig = getPosASL _seat;
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[{
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params ["_args", "_pfhId"];
_args params ["_player", "_seat", "_seatPosOrig"];
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// Remove PFH if not sitting any more
if (isNil {_player getVariable QGVAR(isSitting)}) exitWith {
[_pfhId] call CBA_fnc_removePerFrameHandler;
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TRACE_1("Remove PFH",_player getVariable [ARR_2(QGVAR(isSitting), false)]);
};
// Stand up if chair gets deleted or moved
if (isNull _seat || !((getPosASL _seat) isEqualTo _seatPosOrig)) exitWith {
_player call FUNC(stand);
TRACE_2("Chair moved",getPosASL _seat,_seatPosOrig);
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};
}, 0, [_player, _seat, _seatPosOrig]] call CBA_fnc_addPerFrameHandler;