ACE3/addons/trenches/functions/fnc_removeTrench.sqf

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/*
* Author: Garth 'L-H' de Wet, Ruthberg, edited by commy2 for better MP and eventual AI support and esteldunedain
* Removes trench
*
* Arguments:
* 0: trench <OBJECT>
* 1: unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* [TrenchObj, ACE_player] call ace_trenches_fnc_removeTrench
*
* Public: No
*/
#include "script_component.hpp"
params ["_trench", "_unit"];
TRACE_2("removeTrench",_trench,_unit);
private _actualProgress = _trench getVariable [QGVAR(progress), 0];
if(_actualProgress == 0) exitWith {};
// Mark trench as being worked on
_trench setVariable [QGVAR(digging), true, true];
private _removeTime = getNumber (configFile >> "CfgVehicles" >> (typeof _trench) >> QGVAR(removalDuration));
private _removeTimeLeft = _removeTime * _actualProgress;
private _placeData = _trench getVariable [QGVAR(placeData), [[], []]];
_placeData params ["_basePos", "_vecDirAndUp"];
private _trenchId = _unit getVariable [QGVAR(isDiggingId), -1];
if(_trenchId < 0) then {
_trenchId = GVAR(trenchId);
_unit setVariable [QGVAR(isDiggingId), _trenchId, true];
GVAR(trenchId) = GVAR(trenchId) + 1;
};
// Create progress bar
private _fnc_onFinish = {
(_this select 0) params ["_unit", "_trench"];
_unit setVariable [QGVAR(isDiggingId), -1, true];
// Remove trench
deleteVehicle _trench;
// Reset animation
[_unit, "", 1] call EFUNC(common,doAnimation);
};
private _fnc_onFailure = {
(_this select 0) params ["_unit", "_trench"];
_unit setVariable [QGVAR(isDiggingId), -1, true];
_trench setVariable [QGVAR(digging), false, true];
// Save progress global
private _progress = _trench getVariable [QGVAR(progress), 0];
_trench setVariable [QGVAR(progress), _progress, true];
// Reset animation
[_unit, "", 1] call EFUNC(common,doAnimation);
};
[(_removeTimeLeft + 0.5), [_unit, _trench], _fnc_onFinish, _fnc_onFailure, localize LSTRING(RemovingTrench)] call EFUNC(common,progressBar);
private _progressLeft = ((1 - _actualProgress) * 10) + 1;
private ["_i"];
for "_i" from _progressLeft to 10 do {
private _vectorDiffZ = _i / 10;
private _delay = _removeTime * ((_i / 10) - (1 - _actualProgress));
private _progress = 1 - (_i / 10);
[DFUNC(setTrenchPlacement), [_unit, _trench, _trenchId, _basePos vectorDiff [0, 0, _vectorDiffZ], _vecDirAndUp, _progress], _delay] call CBA_fnc_waitAndExecute;
};
// Play animation
[_unit, "AinvPknlMstpSnonWnonDnon_medic4"] call EFUNC(common,doAnimation);