More Refactoring

This commit is contained in:
PabstMirror 2015-02-05 16:39:45 -06:00
parent 435b3b8b86
commit 122a38a6aa
23 changed files with 71 additions and 67 deletions

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@ -2,21 +2,21 @@ class CfgVehicles {
class Man;
class CAManBase: Man {
class ACE_Actions {
class ACE_SetCaptive {
class ACE_ApplyHandcuffs {
displayName = "$STR_ACE_Captives_SetCaptive";
distance = 4;
condition = QUOTE([ARR_2(_player, _target)] call FUNC(canTakeCaptive));
statement = QUOTE([ARR_2(_player, _target)] call FUNC(doTakeCaptive));
condition = QUOTE([ARR_2(_player, _target)] call FUNC(canApplyHandcuffs));
statement = QUOTE([ARR_2(_player, _target)] call FUNC(doApplyHandcuffs));
showDisabled = 0;
priority = 2.4;
icon = QUOTE(PATHTOF(UI\handcuff_ca.paa));
hotkey = "C";
};
class ACE_ReleaseCaptive {
class ACE_RemoveHandcuffs {
displayName = "$STR_ACE_Captives_ReleaseCaptive";
distance = 4;
condition = QUOTE([ARR_2(_player, _target)] call FUNC(canReleaseCaptive));
statement = QUOTE([ARR_2(_player, _target)] call FUNC(doReleaseCaptive));
condition = QUOTE([ARR_2(_player, _target)] call FUNC(canRemoveHandcuffs));
statement = QUOTE([ARR_2(_player, _target)] call FUNC(doRemoveHandcuffs));
exceptions[] = {"ACE_Interaction_isNotEscorting"};
showDisabled = 0;
priority = 2.4;
@ -27,7 +27,7 @@ class CfgVehicles {
displayName = "$STR_ACE_Captives_EscortCaptive";
distance = 4;
condition = QUOTE([ARR_2(_player, _target)] call FUNC(canEscortCaptive));
statement = QUOTE([ARR_2(_target, true)] call FUNC(doEscortCaptive));
statement = QUOTE([ARR_3(_target, _target, true)] call FUNC(doEscortCaptive));
exceptions[] = {"ACE_Interaction_isNotEscorting"};
showDisabled = 0;
icon = QUOTE(PATHTOF(UI\captive_ca.paa));

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@ -1,12 +1,9 @@
#include "script_component.hpp"
[missionNamespace, "playerChanged", {_this call ACE_Captives_fnc_handlePlayerChanged}] call ACE_Core_fnc_addCustomEventhandler;
["playerChanged", {_this call FUNC(handlePlayerChanged)}] call EFUNC(common,addEventhandler);
["MoveInCaptive", {_this call FUNC(vehicleCaptiveMoveIn)}] call EFUNC(common,addEventHandler);
["MoveOutCaptive", {_this call FUNC(vehicleCaptiveMoveOut)}] call EFUNC(common,addEventHandler);
["SetCaptive", {_this call FUNC(vehicleCaptiveMoveOut)}] call EFUNC(common,addEventHandler);
["SetHandcuffed", {_this call FUNC(setHandcuffed)}] call EFUNC(common,addEventHandler);
//TODO: Medical Integration Events???

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@ -1,19 +1,19 @@
#include "script_component.hpp"
ADDON = false;
PREP(canApplyHandcuffs);
PREP(canEscortCaptive);
PREP(canFriskPerson);
PREP(canLoadCaptive);
PREP(canReleaseCaptive);
PREP(canRemoveHandcuffs);
PREP(canStopEscorting);
PREP(canTakeCaptive);
PREP(canUnloadCaptive);
PREP(doApplyHandcuffs);
PREP(doEscortCaptive);
PREP(doFriskPerson);
PREP(doLoadCaptive);
PREP(doReleaseCaptive);
PREP(doTakeCaptive);
PREP(doRemoveHandcuffs);
PREP(doUnloadCaptive);
PREP(handleGetIn);
PREP(handleGetOut);
@ -22,7 +22,7 @@ PREP(handleKnockedOut);
PREP(handlePlayerChanged);
PREP(handleUnitInitPost);
PREP(handleWokeUp);
PREP(setCaptive);
PREP(setHandcuffed);
PREP(surrender);
PREP(vehicleCaptiveMoveIn);
PREP(vehicleCaptiveMoveOut);

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@ -17,15 +17,13 @@ class CfgPatches {
#include "CfgVehicles.hpp"
#include "CfgWeapons.hpp"
#define GVARFIX(var1) getVariable [ARR_2(QUOTE(GVAR(var1)), false)]
class ACE_canInteractConditions {
class GVAR(isNotEscorting) {
condition = QUOTE(!(GETVAR(player,QGVAR(isEscorting),false)));
};
class GVAR(isNotCaptive) {
condition = QUOTE(!(GETVAR(player,QGVAR(isCaptive),false)));
class GVAR(isNotHandcuffed) {
condition = QUOTE(!(GETVAR(player,QGVAR(isHandcuffed),false)));
};
class GVAR(isNotSurrendering) {
condition = QUOTE(!(GETVAR(player,QGVAR(isSurrender),false)));

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@ -1,6 +1,6 @@
/*
* Author: PabstMirror
* Checks the conditions for being able to take a unit captive
* Checks the conditions for being able to apply handcuffs
*
* Arguments:
* 0: caller (player) <OBJECT>
@ -18,6 +18,8 @@
PARAMS_2(_unit,_target);
//Player has cableTie, target is alive and not already handcuffed
("ACE_CableTie" in (items _unit)) &&
{alive _target} &&
{!(_target getVariable [QGVAR(isCaptive), false])}
{!(_target getVariable [QGVAR(isHandcuffed), false])}

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@ -18,7 +18,7 @@
PARAMS_2(_unit,_target);
(_target getVariable [QGVAR(isCaptive), false]) &&
(_target getVariable [QGVAR(isHandcuffed), false]) &&
{isNull (attachedTo _target)} &&
{alive _target} &&
{!(_target getVariable [QGVAR(ACE_isUnconscious), false])}

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@ -18,6 +18,6 @@
PARAMS_2(_unit,_target);
_target getVariable [QGVAR(isCaptive), false]
_target getVariable [QGVAR(isHandcuffed), false]
|| {_target getVariable ["ACE_isSearchable", false]}
|| {_target getVariable ["ACE_isUnconscious", false]}

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@ -23,7 +23,7 @@ PARAMS_3(_unit,_target,_vehicle);
if (isNull _target) then {
_objects = attachedObjects _unit;
_objects = [_objects, {_this getVariable [QGVAR(isCaptive), false]}] call EFUNC(common,filter);
_objects = [_objects, {_this getVariable [QGVAR(isHandcuffed), false]}] call EFUNC(common,filter);
_target = _objects select 0;
};

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@ -1,6 +1,6 @@
/*
* Author: PabstMirror
* Checks the conditions for being able to release a captive
* Checks the conditions for being able to remove handcuffs
*
* Arguments:
* 0: caller (player) <OBJECT>
@ -18,6 +18,6 @@
PARAMS_2(_unit,_target);
//Unit is captive and not being escorted
_target getVariable [QGVAR(isCaptive), false] &&
//Unit is handcuffed and not currently being escorted
_target getVariable [QGVAR(isHandcuffed), false] &&
{isNull (attachedTo _target)}

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@ -33,7 +33,7 @@ if (isNull _target) exitWith {
_isAttached = _target in (attachedObjects _unit);
if (_isAttached && (!(_target getVariable [QGVAR(isCaptive), false]))) exitWith {
if (_isAttached && (!(_target getVariable [QGVAR(isHandcuffed), false]))) exitWith {
ERROR("Attached But Not Captive");
false
};

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@ -23,6 +23,6 @@ PARAMS_2(_unit,_vehicle);
_cargo = crew _vehicle; // Can also unload from driver, gunner, commander, turret positions. They shouldn't be there anyway.
_cargo = [_cargo, {_this getVariable [QGVAR(isCaptive), false]}] call EFUNC(common,filter);
_cargo = [_cargo, {_this getVariable [QGVAR(isHandcuffed), false]}] call EFUNC(common,filter);
count _cargo > 0

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@ -1,6 +1,6 @@
/*
* Author: PabstMirror
* Checks the conditions for being able to take a unit captive
* Checks the conditions for being able to apply handcuffs
*
* Arguments:
* 0: caller (player) <OBJECT>
@ -18,5 +18,5 @@
PARAMS_2(_unit,_target);
_unit removeItem 'ACE_CableTie';
["SetCaptive", [_target], [_target, true]] call EFUNC(common,targetEvent);
_unit removeItem "ACE_CableTie";
["SetHandcuffed", [_target], [_target, true]] call EFUNC(common,targetEvent);

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@ -19,7 +19,7 @@
PARAMS_3(_unit,_target,_state);
if !("ACE_Handcuffed" in ([_target] call ACE_Core_fnc_getCaptivityStatus)) exitWith {
if !("ACE_Handcuffed" in ([_target] call EFUNC(common,getCaptivityStatus))) exitWith {
[localize "STR_ACE_Captives_NoCaptive"] call EFUNC(common,displayTextStructured);
};

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@ -21,14 +21,16 @@ PARAMS_3(_unit,_target,_vehicle);
if (isNull _target) then {
_objects = attachedObjects _unit;
_objects = [_objects, {_this getVariable [QGVAR(isCaptive), false]}] call EFUNC(common,filter);
_target = _objects select 0;
_objects = [_objects, {_this getVariable [QGVAR(isHandcuffed), false]}] call EFUNC(common,filter);
if ((count _objects) > 0) then {_target = _objects select 0;};
};
if (isNull _target) exitWith {};
if (isNull _vehicle) then {
_objects = nearestObjects [_unit, ["Car_F", "Tank_F", "Helicopter_F", "Boat_F", "Plane_F"], 10];
_vehicle = _objects select 0;
if ((count _objects) > 0) then {_vehicle = _objects select 0;};
};
if (isNull _vehicle) exitWith {};
if ((!isNil "_target") && {!isNil "_vehicle"}) then {
_unit setVariable [QGVAR(isEscorting), false, true];

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@ -18,4 +18,4 @@
PARAMS_2(_unit,_target);
["SetCaptive", [_target], [_target, false]] call EFUNC(common,targetEvent);
["SetHandcuffed", [_target], [_target, false]] call EFUNC(common,targetEvent);

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@ -22,7 +22,7 @@ private ["_cargo", "_target"];
_cargo = crew _vehicle; // Can also unload from driver, gunner, commander, turret positions. They shouldn't be there anyway.
_cargo = [_cargo, {_this getVariable [QGVAR(isCaptive), false]}] call EFUNC(common,filter);
_cargo = [_cargo, {_this getVariable [QGVAR(isHandcuffed), false]}] call EFUNC(common,filter);
if ((count _cargo) > 0) then {
_target = _cargo select 0;

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@ -19,12 +19,11 @@
PARAMS_3(_vehicle,_dontcare,_unit);
if ((local _unit)&&(_unit getVariable [QGVAR(isCaptive), false])) then {
if ((local _unit) && {_unit getVariable [QGVAR(isHandcuffed), false]}) then {
private ["_cargoIndex"];
_cargoIndex = _unit getVariable ["ACE_Captives_CargoIndex", -1];
//If captive was not "unloaded", then move them back into the vehicle.
if (_cargoIndex != -1) exitWith {
_unit moveInCargo [_vehicle, _cargoIndex];

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@ -17,8 +17,8 @@
PARAMS_1(_oldUnit);
if (_oldUnit getVariable [QGVAR(isCaptive), false]) then {
_oldUnit setVariable [QGVAR(isCaptive), false, true];
if (_oldUnit getVariable [QGVAR(isHandcuffed), false]) then {
_oldUnit setVariable [QGVAR(isHandcuffed), false, true];
};
if (_oldUnit getVariable [QGVAR(isEscorting), false]) then {

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@ -18,7 +18,7 @@
PARAMS_2(_unit,_oldUnit);
if (_unit getVariable [QGVAR(isCaptive), false]) then {
if (_unit getVariable [QGVAR(isHandcuffed), false]) then {
showHUD false;
} else {
showHUD true;

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@ -17,13 +17,13 @@
PARAMS_1(_unit);
// prevent players from throwing grenades
[_unit, "Throw", {(_this select 1) getVariable [QGVAR(isCaptive), false]}, {}] call EFUNC(common,addActionEventhandler);
// prevent players from throwing grenades (added to all units)
[_unit, "Throw", {(_this select 1) getVariable [QGVAR(isHandcuffed), false]}, {}] call EFUNC(common,addActionEventhandler);
if (local _unit) then {
// reset status on mission start
if (_unit getVariable [QGVAR(isCaptive), false]) then {
_unit setVariable [QGVAR(isCaptive), false];
[_unit, true] call FUNC(setCaptive);
if (_unit getVariable [QGVAR(isHandcuffed), false]) then {
_unit setVariable [QGVAR(isHandcuffed), false];
[_unit, true] call FUNC(setHandcuffed);
};
};

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@ -17,7 +17,7 @@
PARAMS_1(_unit);
if (_unit getVariable [QGVAR(isCaptive), false] && {vehicle _unit == _unit}) then {
if (_unit getVariable [QGVAR(isHandcuffed), false] && {vehicle _unit == _unit}) then {
[_unit] call EFUNC(common,fixLoweredRifleAnimation);
[_unit, "ACE_AmovPercMstpScapWnonDnon", 0] call EFUNC(common,doAnimation);
};

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@ -1,6 +1,6 @@
/*
* Author: Nic547, commy2
* Makes a civilian unable to move.
* Handcuffs a unit
*
* Arguments:
* 0: Unit <OBJECT>
@ -18,18 +18,26 @@
PARAMS_2(_unit,_state);
if (!local _unit) exitWith {[[_unit, _state, true], _fnc_scriptName, _unit] call ACE_Core_fnc_execRemoteFnc};
systemChat format ["set %1", _this];
if (!local _unit) exitWith {
ERROR("setHandcuffed unit not local");
};
systemChat format ["set %1 %2 ", _state, (_unit getVariable [QGVAR(isHandcuffed), false])];
if (_state isEqualTo (_unit getVariable [QGVAR(isHandcuffed), false])) exitWith {
ERROR("new state equals current");
};
if (_state) then {
if (_unit getVariable [QGVAR(isCaptive), false]) exitWith {};
_unit setVariable [QGVAR(isCaptive), true, true];
_unit setVariable [QGVAR(isHandcuffed), true, true];
// fix anim on mission start (should work on dedicated servers)
_unit spawn {
[_this, "ACE_Handcuffed", true] call ACE_Core_fnc_setCaptivityStatus;
[_this, QGVAR(Handcuffed), true] call EFUNC(common,setCaptivityStatus);
if (_this getVariable [QGVAR(isCaptive), false] && {vehicle _this == _this}) then {
if (_this getVariable [QGVAR(isHandcuffed), false] && {vehicle _this == _this}) then {
[_this] call EFUNC(common,fixLoweredRifleAnimation);
[_this, "ACE_AmovPercMstpScapWnonDnon", 0] spawn EFUNC(common,doAnimation);
};
@ -41,10 +49,8 @@ if (_state) then {
showHUD false;
};
} else {
if !(_unit getVariable [QGVAR(isCaptive), false]) exitWith {};
_unit setVariable [QGVAR(isCaptive), false, true];
[_unit, "ACE_Handcuffed", false] call ACE_Core_fnc_setCaptivityStatus;
_unit setVariable [QGVAR(isHandcuffed), false, true];
[_unit, "ACE_Handcuffed", false] call EFUNC(common,setCaptivityStatus);
if (vehicle _unit == _unit) then {
[_unit, "ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
};

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@ -24,7 +24,7 @@ if (_state) then {
if (_unit getVariable [QGVAR(isSurrender), false]) exitWith {};
_unit setVariable [QGVAR(isSurrender), true, true];
[_unit, "ACE_Surrendered", true] call ACE_Core_fnc_setCaptivityStatus;
[_unit, "ACE_Surrendered", true] call EFUNC(common,setCaptivityStatus);
_unit spawn {
// fix for lowered rifle animation glitch
@ -49,7 +49,7 @@ if (_state) then {
_this playMoveNow "unconscious";
};
[_this, "ACE_Surrendered", false] call ACE_Core_fnc_setCaptivityStatus;
[_this, "ACE_Surrendered", false] call EFUNC(common,setCaptivityStatus);
if (isPlayer _this) then {showHUD true};
};