ACE3/addons/explosives/functions/fnc_startDefuse.sqf

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/*
* Author: Garth 'L-H' de Wet
* Starts defusing an explosive
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Target explosive <OBJECT>
*
* Return Value:
* Nothing
*
* Example:
* [player, ACE_Interaction_Target] call ACE_Explosives_fnc_StartDefuse;
*
* Public: Yes
*/
#include "script_component.hpp"
EXPLODE_2_PVT(_this,_unit,_target);
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private["_actionToPlay"];
_target = attachedTo (_target);
_fnc_DefuseTime = {
EXPLODE_2_PVT(_this,_specialist,_target);
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private ["_defuseTime"];
_defuseTime = 5;
if (isNumber(ConfigFile >> "CfgAmmo" >> typeOf (_target) >> "ACE_DefuseTime")) then {
_defuseTime = getNumber(ConfigFile >> "CfgAmmo" >> typeOf (_target) >> "ACE_DefuseTime");
};
if (!_specialist && {GVAR(PunishNonSpecialists)}) then {
_defuseTime = _defuseTime * 1.5;
};
_defuseTime
};
_actionToPlay = "MedicOther";
if (STANCE _unit == "Prone") then {
_actionToPlay = "PutDown";
};
if (ACE_player != _unit) then {
// If the unit is a player, call the function on the player.
if (isPlayer _unit) then {
[[_unit, _target], QFUNC(startDefuse), _unit] call EFUNC(common,execRemoteFnc);
} else {
// TODO: use scheduled delay execution
[_unit, _target, [[_unit] call EFUNC(Common,isEOD), _target] call _fnc_DefuseTime] spawn {
(_this select 0) playActionNow _actionToPlay;
(_this select 0) disableAI "MOVE";
(_this select 0) disableAI "TARGET";
sleep (_this select 2);
[(_this select 0), (_this select 1)] call FUNC(defuseExplosive);
(_this select 0) enableAI "MOVE";
(_this select 0) enableAI "TARGET";
};
};
} else {
_unit playActionNow _actionToPlay;
private ["_defuseSeconds", "_isEOD"];
_isEOD = [_unit] call EFUNC(Common,isEOD);
_defuseSeconds = [_isEOD, _target] call _fnc_DefuseTime;
if (_isEOD || {!GVAR(RequireSpecialist)}) then {
[_defuseSeconds, [_unit,_target], {(_this select 0) call FUNC(defuseExplosive)}, {}, (localize "STR_ACE_Explosives_DefusingExplosive")] call EFUNC(common,progressBar);
};
};