ACE3/addons/captives/functions/fnc_setHandcuffed.sqf

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/*
* Author: Nic547, commy2
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* Handcuffs a unit.
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*
* Arguments:
* 0: Unit <OBJECT>
* 1: True to take captive, false to release captive <BOOL>
*
* Return Value:
* Nothing
*
* Example:
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* [bob, true] call ACE_captives_fnc_setHandcuffed;
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*
* Public: No
*/
#include "script_component.hpp"
params ["_unit","_state"];
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if (!local _unit) exitwith {
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ERROR("running setHandcuffed on remote unit");
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};
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if ((_unit getVariable [QGVAR(isHandcuffed), false]) isEqualTo _state) exitWith {
ERROR("setHandcuffed: current state same as new");
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};
if (_state) then {
_unit setVariable [QGVAR(isHandcuffed), true, true];
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[_unit, QGVAR(Handcuffed), true] call EFUNC(common,setCaptivityStatus);
if (_unit getVariable [QGVAR(isSurrendering), false]) then { //If surrendering, stop
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[_unit, false] call FUNC(setSurrendered);
};
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//Set unit cargoIndex (will be -1 if dismounted)
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_unit setVariable [QGVAR(CargoIndex), ((vehicle _unit) getCargoIndex _unit), true];
if (_unit == ACE_player) then {
showHUD false;
};
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// fix anim on mission start (should work on dedicated servers)
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[{
params ["_unit"];
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if (!(_unit getVariable [QGVAR(isHandcuffed), false])) exitWith {};
if ((vehicle _unit) == _unit) then {
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[_unit] call EFUNC(common,fixLoweredRifleAnimation);
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[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
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};
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//Adds an animation changed eh
//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
private "_animChangedEHID";
TRACE_1("Adding animChangedEH",_unit);
_animChangedEHID = _unit addEventHandler ["AnimChanged", {
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);
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[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
};
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} else {
// _turretPath = [];
// {
// _x params ["_xUnit", "", "", "_xTurretPath"];
// if (_unit == _xUnit) exitWith {_turretPath = _xTurretPath};
// } forEach (fullCrew (vehicle _unit));
// TRACE_1("turret Path",_turretPath);
// if (_turretPath isEqualTo []) exitWith {};
// _turretConfig = [(configFile >> "CfgVehicles" >> (typeOf (vehicle _unit))), _turretPath] call EFUNC(common,getTurretConfigPath);
// _gunnerAction = getText (_turretConfig >> "gunnerAction");
// TRACE_1("reseting to",_gunnerAction);
// [_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
// [_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
};
}];
_unit setVariable [QGVAR(handcuffAnimEHID), _animChangedEHID];
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}, [_unit], 0.01] call EFUNC(common,waitAndExecute);
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} else {
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_unit setVariable [QGVAR(isHandcuffed), false, true];
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[_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus);
//remove AnimChanged EH
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private "_animChangedEHID";
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_animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
_unit setVariable [QGVAR(handcuffAnimEHID), -1];
if (((vehicle _unit) == _unit) && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
//Break out of hands up animation loop
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[_unit, "ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
};
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if (_unit getVariable [QGVAR(CargoIndex), -1] != -1) then {
_unit setVariable [QGVAR(CargoIndex), -1, true];
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};
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if (_unit == ACE_player) then {
showHUD true;
};
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};