ACE3/addons/common/functions/fnc_setForceWalkStatus.sqf

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/*
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* Author: Pabst Mirror (from captivity by commy2)
* Sets the forceWalk status of an unit. This allows the handling of more than one reason to set forceWalk.
* Unit will force walk until all reasons are removed.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Reason for forcing walking <STRING>
* 2: Is the reason still valid. True to force walk, false to remove restriction. <BOOL>
*
* Returns:
* None
*
* Example:
* [ACE_Player, "BrokenLeg", true] call FUNC(setForceWalkStatus)
*
* Public: Yes
*/
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#include "script_component.hpp"
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params ["_unit", "_reason", "_status"];
private _forceWalkReasons = missionNamespace getVariable ["ACE_forceWalkReasons", []];
// register new reason (these reasons are shared publicly, since units can change ownership, but keep their forceWalk status)
if !(_reason in _forceWalkReasons) then {
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_forceWalkReasons pushBack _reason;
ACE_forceWalkReasons = _forceWalkReasons;
publicVariable "ACE_forceWalkReasons";
};
// get reasons why the unit is forceWalking already and update to the new status
private _unitForceWalkReasons = [_unit] call FUNC(getForceWalkStatus);
private _forceWalkReasonsBooleans = [];
{
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_forceWalkReasonsBooleans set [_forEachIndex, (_forceWalkReasons select _forEachIndex) in _unitForceWalkReasons];
} forEach _forceWalkReasons;
_forceWalkReasonsBooleans set [_forceWalkReasons find _reason, _status];
private _bitmaskNumber = _forceWalkReasonsBooleans call FUNC(toBitmask);
_unit setVariable ["ACE_forceWalkStatusNumber", _bitmaskNumber, true];
// actually apply the forceWalk command globaly
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[[_unit], QFUNC(applyForceWalkStatus), 2] call FUNC(execRemoteFnc);