ACE3/addons/explosives/functions/fnc_defuseExplosive.sqf

30 lines
860 B
Plaintext
Raw Normal View History

#include "script_component.hpp"
/*
* Author: Garth 'L-H' de Wet
* Causes the unit to defuse the passed explosive.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Explosive <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player, ACE_Interaction_Target] call ACE_Explosives_fnc_defuseExplosive;
*
* Public: Yes
*/
2015-08-15 19:35:33 +00:00
params ["_unit", "_explosive"];
TRACE_2("params",_unit,_explosive);
2016-01-14 22:05:56 +00:00
if (GVAR(ExplodeOnDefuse) && {(random 1.0) < (getNumber (ConfigFile >> "CfgAmmo" >> typeOf _explosive >> QGVAR(explodeOnDefuseChance)))}) exitWith {
2015-08-15 19:35:33 +00:00
TRACE_1("exploding on defuse",_explosive);
[_unit, -1, [_explosive, 1], "#ExplodeOnDefuse"] call FUNC(detonateExplosive);
[QGVAR(explodeOnDefuse), [_explosive, _unit]] call CBA_fnc_globalEvent;
};
_unit action ["Deactivate", _unit, _explosive];
[QGVAR(defuse), [_explosive, _unit]] call CBA_fnc_globalEvent;