ACE3/addons/repair/functions/fnc_repair_success.sqf

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/*
* Author: KoffeinFlummi, Glowbal
* Callback when repair completes.
*
* Arguments:
* 0: Arguments <ARRAY>
* 0: Unit that does the repairing <OBJECT>
* 1: Vehicle to repair <OBJECT
* 2: Selected hitpoint <STRING>
* 3: Repair Action Classname <STRING>
*
* Return Value:
* None
*
* Example:
* [[unit, vehicle, "hitpoint", "classname"]] call ace_repair_fnc_repair_success
*
* Public: No
*/
#include "script_component.hpp"
2015-08-09 06:54:44 +00:00
params ["_args"];
_args params ["_caller", "_target","_selectionName","_className"];
TRACE_4("params",_caller,_target,_selectionName,_className);
private ["_config","_callback", "_weaponSelect"];
if (primaryWeapon _caller == "ACE_FakePrimaryWeapon") then {
_caller removeWeapon "ACE_FakePrimaryWeapon";
};
if (vehicle _caller == _caller) then {
[_caller, _caller getVariable [QGVAR(repairPrevAnimCaller), ""], 2] call EFUNC(common,doAnimation);
};
_caller setvariable [QGVAR(repairPrevAnimCaller), nil];
_weaponSelect = (_caller getVariable [QGVAR(selectedWeaponOnrepair), ""]);
if (_weaponSelect != "") then {
_caller selectWeapon _weaponSelect;
} else {
_caller action ["SwitchWeapon", _caller, _caller, 99];
};
// Record specific callback
_config = (ConfigFile >> "ACE_Repair" >> "Actions" >> _className);
_callback = getText (_config >> "callbackSuccess");
if (isNil _callback) then {
_callback = compile _callback;
} else {
_callback = missionNamespace getVariable _callback;
};
_args call _callback;
// _args call FUNC(createLitter);