ACE3/addons/interaction/functions/fnc_openDoor.sqf

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/*
* Author: commy2
* Opens door
*
* Arguments:
* 0: House <OBJECT>
* 1: Door <STRING>
*
* Return value:
* None
*
* Example:
* [house, "door"] call ace_interaction_fnc_openDoor
*
* Public: No
*/
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#include "script_component.hpp"
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private ["_info", "_animations", "_phase", "_position", "_time", "_usedMouseWheel"];
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_info = [2] call FUNC(getDoor);
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EXPLODE_2_PVT(_info,_house,_door);
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if (isNull _house) exitWith {};
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_animations = [_house, _door] call FUNC(getDoorAnimations);
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EXPLODE_2_PVT(_animations,_animations,_lockedVariable);
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if (count _animations == 0) exitWith {};
if (_house animationPhase (_animations select 0) <= 0 && {_house getVariable [_lockedVariable select 0, 0] == 1}) exitWith {
_lockedVariable set [0, _house];
_lockedVariable spawn compile preprocessFileLineNumbers "\A3\Structures_F\scripts\LockedDoor_open.sqf";
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};
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GVAR(isOpeningDoor) = true;
playSound "ACE_Sound_Click";
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[_house, _animations] spawn {
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private ["_house", "_animations", "_phase", "_position", "_time", "_usedMouseWheel"];
_house = _this select 0;
_animations = _this select 1;
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_phase = _house animationPhase (_animations select 0);
_position = getPosASL ACE_player;
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_time = time + 0.2;
_usedMouseWheel = false;
waitUntil {
if (inputAction "PrevAction" > 0 || {inputAction "NextAction" > 0}) then {
_usedMouseWheel = true;
};
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_phase = _phase + (inputAction "PrevAction" / 12) min 1;
_phase = _phase - (inputAction "NextAction" / 12) max 0;
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{_house animate [_x, _phase]} forEach _animations;
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!GVAR(isOpeningDoor) || {getPosASL ACE_player distance _position > 1}
};
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if (!_usedMouseWheel && {time < _time} && {[ACE_player, objNull, []] call EFUNC(common,canInteractWith)}) then {
_phase = [0, 1] select (_house animationPhase (_animations select 0) < 0.5);
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{_house animate [_x, _phase]} forEach _animations;
};
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GVAR(isOpeningDoor) = false;
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};