ACE3/addons/captives/functions/fnc_handleAnimChangedHandcuffed.sqf

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#include "..\script_component.hpp"
/*
* Author: Nic547, commy2
* Restart the handcuffing animation if it got interrupted. Called from a AnimChanged EH.
*
* Arguments:
* 0: The Unit <OBJECT>
* 1: New animation <STRING>
*
* Return Value:
* None
*
* Example:
* [bob, "movearm"] call ACE_captives_fnc_handleAnimChangedHandcuffed
*
* Public: No
*/
params ["_unit", "_newAnimation"];
TRACE_2("AnimChanged",_unit,_newAnimation);
if (_unit == (vehicle _unit)) then {
if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
TRACE_1("Handcuff animation interrupted",_newAnimation);
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
};
} else {
private _turretPath = [];
{
_x params ["_xUnit", "", "", "_xTurretPath"];
if (_unit == _xUnit) exitWith {_turretPath = _xTurretPath};
} forEach (fullCrew (vehicle _unit));
TRACE_1("turret Path",_turretPath);
if (_turretPath isEqualTo []) exitWith {};
TRACE_1("Handcuff (FFV) animation interrupted",_newAnimation);
[_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
[_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation);
};