Merge pull request #155 from KoffeinFlummi/fixSurrendering

Fix surrendering/handcuffs
This commit is contained in:
PabstMirror 2015-02-26 14:22:48 -06:00
commit 7e2283115c
16 changed files with 257 additions and 113 deletions

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@ -9,7 +9,6 @@ class Extended_PostInit_EventHandlers {
init = QUOTE(call COMPILE_FILE(XEH_postInit));
};
};
//release escorted captive when entering a vehicle
class Extended_GetIn_EventHandlers {
class All {
@ -18,7 +17,6 @@ class Extended_GetIn_EventHandlers {
};
};
};
//reset captive animation after leaving vehicle
class Extended_GetOut_EventHandlers {
class All {
@ -27,7 +25,6 @@ class Extended_GetOut_EventHandlers {
};
};
};
//reset captivity and escorting status when getting killed
class Extended_Killed_EventHandlers {
class CAManBase {
@ -36,7 +33,6 @@ class Extended_Killed_EventHandlers {
};
};
};
//mission start
class Extended_InitPost_EventHandlers {
class CAManBase {
@ -45,4 +41,3 @@ class Extended_InitPost_EventHandlers {
};
};
};

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@ -72,7 +72,7 @@ class CfgMovesMaleSdr: CfgMovesBasic {
InterpolateTo[] = {"Unconscious",0.01};
};
class ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon {
speed = 0.333; //for gameplay reasons, slow this down
speed = 0.5; //for gameplay reasons, slow this down
actions = "CivilStandActions";
file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\sur\non\AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon";
ConnectTo[] = {"AmovPercMstpSnonWnonDnon",0.1};

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@ -90,7 +90,7 @@ class CfgVehicles {
class ACE_StartSurrenderingSelf {
displayName = "$STR_ACE_Captives_StartSurrendering";
condition = QUOTE([ARR_2(_player, true)] call FUNC(canSurrender));
statement = QUOTE([ARR_2(_player, true)] call FUNC(surrender));
statement = QUOTE([ARR_2(_player, true)] call FUNC(setSurrendered));
exceptions[] = {};
showDisabled = 0;
priority = 0;
@ -98,7 +98,7 @@ class CfgVehicles {
class ACE_StopSurrenderingSelf {
displayName = "$STR_ACE_Captives_StopSurrendering";
condition = QUOTE([ARR_2(_player, false)] call FUNC(canSurrender));
statement = QUOTE([ARR_2(_player, false)] call FUNC(surrender));
statement = QUOTE([ARR_2(_player, false)] call FUNC(setSurrendered));
exceptions[] = {QGVAR(isNotSurrendering)};
showDisabled = 0;
priority = 0;

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@ -1,12 +1,9 @@
#include "script_component.hpp"
["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);
["SetHandcuffed", {_this call FUNC(setHandcuffed)}] call EFUNC(common,addEventHandler);
//Handles when someone starts escorting and then disconnects, leaving the captive attached
//This is normaly handled by the PFEH in doEscortCaptive, but that won't be running if they DC
if (isServer) then {
addMissionEventHandler ["HandleDisconnect", {
PARAMS_1(_disconnectedPlayer);
@ -21,6 +18,15 @@ if (isServer) then {
}];
};
["playerVehicleChanged", {_this call FUNC(handleVehicleChanged)}] call EFUNC(common,addEventHandler);
["zeusDisplayChanged", {_this call FUNC(handleZeusDisplayChanged)}] call EFUNC(common,addEventHandler);
["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);
["SetHandcuffed", {_this call FUNC(setHandcuffed)}] call EFUNC(common,addEventHandler);
["SetSurrendered", {_this call FUNC(setSurrendered)}] call EFUNC(common,addEventHandler);
//TODO: Medical Integration Events???
// [_unit, "knockedOut", {

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@ -23,9 +23,10 @@ PREP(handleKnockedOut);
PREP(handlePlayerChanged);
PREP(handleUnitInitPost);
PREP(handleWokeUp);
PREP(handleZeusDisplayChanged);
PREP(moduleSurrender);
PREP(setHandcuffed);
PREP(surrender);
PREP(setSurrendered);
PREP(vehicleCaptiveMoveIn);
PREP(vehicleCaptiveMoveOut);

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@ -18,5 +18,12 @@
PARAMS_2(_unit,_newSurrenderState);
//TODO: any other conditions??
(!((_unit getVariable [QGVAR(isSurrendering), false]) isEqualTo _newSurrenderState))
private "_returnValue";
_returnValue = if (_newSurrenderState) then {
!(_unit getVariable [QGVAR(isSurrendering), false]); //Not currently surrendering
} else {
(_unit getVariable [QGVAR(isSurrendering), false]); //is Surrendering
};
_returnValue

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@ -19,6 +19,12 @@
PARAMS_3(_vehicle,_dontcare,_unit);
if ((local _unit) && (_unit getVariable [QGVAR(isEscorting), false])) then {
_unit setVariable [QGVAR(isEscorting), false, true];
if (local _unit) then {
if (_unit getVariable [QGVAR(isEscorting), false]) then {
_unit setVariable [QGVAR(isEscorting), false, true];
};
if (_unit getVariable [QGVAR(isSurrendering), false]) then {
[_unit, false] call FUNC(setSurrender);
};
};

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@ -1,2 +1,25 @@
// by commy2
/*
* Author: commy2, PabstMirror
* Handles when a unit gets knocked out. Ends surrendering.
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* Nothing
*
* Example:
* [bob, true] call ACE_captives_fnc_handleKnockedOut
*
* Public: No
*/
#include "script_component.hpp"
//ToDo: Waiting on medical integration
PARAMS_1(_unit);
if (_unit getVariable [QGVAR(isSurrendering), false]) then { //If surrendering, stop
[_unit, false] call FUNC(setSurrendered);
};

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@ -18,10 +18,16 @@
PARAMS_2(_newUnit,_oldUnit);
//set showHUD based on new unit status:
if ((_newUnit getVariable [QGVAR(isHandcuffed), false]) || {_newUnit getVariable [QGVAR(isSurrendering), false]}) then {
TRACE_1("Player Change (showHUD false)",_newUnit);
showHUD false;
showHUD false;
} else {
TRACE_1("Player Change (showHUD true)",_newUnit);
showHUD true;
};
//If old player was escorting, stop
if (_oldUnit getVariable [QGVAR(isEscorting), false]) then {
_oldUnit setVariable [QGVAR(isEscorting), false, true];
};

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@ -29,6 +29,6 @@ if (local _unit) then {
if (_unit getVariable [QGVAR(isSurrendering), false]) then {
_unit setVariable [QGVAR(isSurrendering), false];
[_unit, true] call FUNC(surrender);
[_unit, true] call FUNC(setSurrendered);
};
};

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@ -0,0 +1,31 @@
/*
* Author: PabstMirror
* Handles ZeusDisplayChanged event
* Need to reset showHUD after closing zeus
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Display is now open <BOOL>
*
* Return Value:
* Nothing
*
* Example:
* [bob1, false] call ACE_captives_fnc_handleZeusDisplayChanged
*
* Public: No
*/
#include "script_component.hpp"
PARAMS_2(_unit,_zeusIsOpen);
//set showHUD based on unit status:
if (!_zeusIsOpen) then {
if ((_unit getVariable [QGVAR(isHandcuffed), false]) || {_unit getVariable [QGVAR(isSurrendering), false]}) then {
TRACE_1("Player Change (showHUD false)",_unit);
showHUD false;
} else {
TRACE_1("Player Change (showHUD true)",_unit);
showHUD true;
};
};

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@ -27,19 +27,31 @@ if (local _logic) then {
if ((count _bisMouseOver) == 2) then {//check what mouse was over before the module was placed
_mouseOverObject = _bisMouseOver select 1;
if ((_mouseOverObject isKindOf "CAManBase") && {(vehicle _mouseOverObject) == _mouseOverObject}) then {
systemChat format ["Debug - module surrendering %1", (name _mouseOverObject)];
[_mouseOverObject, true] call FUNC(surrender);
TRACE_2("Debug - module surrendering %1",_mouseOverObject,(name _mouseOverObject));
if (alive _mouseOverObject) then {
if (!(_mouseOverObject getVariable [QGVAR(isSurrendering), false])) then {
["SetSurrendered", [_mouseOverObject], [_mouseOverObject, true]] call EFUNC(common,targetEvent);
} else {
["SetSurrendered", [_mouseOverObject], [_mouseOverObject, false]] call EFUNC(common,targetEvent);
};
} else {
["STR_ACE_Captives_Zeus_OnlyAlive"] call EFUNC(common,displayTextStructured);
};
} else {
systemChat format ["Only use on dismounted inf"];
["STR_ACE_Captives_Zeus_OnlyInfentry"] call EFUNC(common,displayTextStructured);
};
} else {
systemChat format ["Nothing under mouse"];
["STR_ACE_Captives_Zeus_NothingSelected"] call EFUNC(common,displayTextStructured);
};
} else {//an editor module
{
systemChat format ["Debug - module surrendering %1", (name _x)];
[_x, true] call FUNC(surrender);
} forEach _units;
} else {
//an editor module
//Modules run before postInit can instal the event handler, so we need to wait a little bit
[{
PARAMS_1(_units);
{
["SetSurrendered", [_x], [_x, true]] call EFUNC(common,targetEvent);
} forEach _units;
}, [_units], 0.05, 0.05]call EFUNC(common,waitAndExecute);
};
deleteVehicle _logic;

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@ -18,19 +18,23 @@
PARAMS_2(_unit,_state);
// We only want this function to work on local machines
if (!local _unit) exitwith {
[_this, QUOTE(FUNC(setHandcuffed)), _unit] call EFUNC(common,execRemoteFnc);
TRACE_2("running setHandcuffed on remote unit",_unit,_state);
};
if (_state isEqualTo (_unit getVariable [QGVAR(isHandcuffed), false])) then {
LOG("setHandcuffed: current state same as new");
if (!local _unit) exitwith {
ERROR("running setHandcuffed on remote unit");
};
if ((_unit getVariable [QGVAR(isHandcuffed), false]) isEqualTo _state) exitWith {
ERROR("setHandcuffed: current state same as new");
};
if (_state) then {
_unit setVariable [QGVAR(isHandcuffed), true, true];
[_unit, QGVAR(Handcuffed), true] call EFUNC(common,setCaptivityStatus);
if (_unit getVariable [QGVAR(isSurrendering), false]) then { //If surrendering, stop
[_unit, false] call FUNC(setSurrendered);
};
//Set unit cargoIndex (will be -1 if dismounted)
_unit setVariable [QGVAR(CargoIndex), ((vehicle _unit) getCargoIndex _unit), true];
if (_unit == ACE_player) then {
@ -43,11 +47,30 @@ if (_state) then {
if (_unit getVariable [QGVAR(isHandcuffed), false] && {vehicle _unit == _unit}) then {
[_unit] call EFUNC(common,fixLoweredRifleAnimation);
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
//Adds an animation changed eh
//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
_animChangedEHID = _unit addEventHandler ["AnimChanged", {
PARAMS_2(_unit,_newAnimation);
if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && (_newAnimation != "Unconscious")) then {
ERROR("Handcuff animation interrupted");
systemChat format ["debug %2: new %1", _newAnimation, time];
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
};
}];
_unit setVariable [QGVAR(handcuffAnimEHID), _animChangedEHID];
};
}, [_unit], 0.01, 0] call EFUNC(common,waitAndExecute);
} else {
_unit setVariable [QGVAR(isHandcuffed), false, true];
[_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus);
//remove AnimChanged EH
_animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
_unit setVariable [QGVAR(handcuffAnimEHID), -1];
if ((vehicle _unit) == _unit) then {
//Break out of hands up animation loop (doAnimation handles Unconscious prioity)
[_unit, "ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);

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@ -0,0 +1,101 @@
/*
* Author: commy2 PabstMirror
* Lets a unit surrender
*
* Arguments:
* 0: Unit <OBJECT>
* 1: True to surrender, false to un-surrender <BOOL>
*
* Return Value:
* Nothing
*
* Example:
* [Pierre, true] call ACE_captives_fnc_setSurrendered;
*
* Public: No
*/
#include "script_component.hpp"
PARAMS_2(_unit,_state);
if (!local _unit) exitwith {
ERROR("running surrender on remote unit");
};
if ((_unit getVariable [QGVAR(isSurrendering), false]) isEqualTo _state) exitWith {
ERROR("Surrender: current state same as new");
};
if (_state) then {
if ((vehicle _unit) != _unit) exitWith {ERROR("Cannot surrender while mounted");};
if (_unit getVariable [QGVAR(isHandcuffed), false]) exitWith {ERROR("Cannot surrender while handcuffed");};
_unit setVariable [QGVAR(isSurrendering), true, true];
[_unit, QGVAR(Surrendered), true] call EFUNC(common,setCaptivityStatus);
if (_unit == ACE_player) then {
showHUD false;
};
[_unit] call EFUNC(common,fixLoweredRifleAnimation);
[_unit, "ACE_AmovPercMstpSsurWnonDnon", 1] call EFUNC(common,doAnimation);
// fix anim on mission start (should work on dedicated servers)
[{
PARAMS_1(_unit);
if (_unit getVariable [QGVAR(isSurrendering), false] && {(vehicle _unit) == _unit}) then {
//Adds an animation changed eh
//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
_animChangedEHID = _unit addEventHandler ["AnimChanged", {
PARAMS_2(_unit,_newAnimation);
if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && (_newAnimation != "Unconscious")) then {
ERROR("Surrender animation interrupted");
systemChat format ["debug %2: new %1", _newAnimation, time];
[_unit, "ACE_AmovPercMstpSsurWnonDnon", 1] call EFUNC(common,doAnimation);
};
}];
_unit setVariable [QGVAR(surrenderAnimEHID), _animChangedEHID];
};
}, [_unit], 0.01, 0] call EFUNC(common,waitAndExecute);
} else {
_unit setVariable [QGVAR(isSurrendering), false, true];
[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus);
//remove AnimChanged EH
_animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1];
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
_unit setVariable [QGVAR(surrenderAnimEHID), -1];
if (_unit == ACE_player) then {
//only re-enable HUD if not handcuffed
if (!(_unit getVariable [QGVAR(isHandcuffed), false])) then {
showHUD true;
};
};
if (_unit getVariable ["ACE_isUnconscious", false]) exitWith {}; //don't touch animations if unconscious
//if we are in "hands up" animationState, crack it now
if (((vehicle _unit) == _unit) && {(animationState _unit) == "ACE_AmovPercMstpSsurWnonDnon"}) then {
[_unit, "ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
} else {
//spin up a PFEH, to watching animationState for the next 20 seconds to make sure we don't enter "hands up"
//Handles long animation chains
[{
PARAMS_2(_args,_pfID);
EXPLODE_2_PVT(_args,_unit,_maxTime);
//If waited long enough or they re-surrendered or they are unconscious, exit loop
if ((time > _maxTime) || {_unit getVariable [QGVAR(isSurrendering), false]} || {_unit getVariable ["ACE_isUnconscious", false]}) exitWith {
[_pfID] call CBA_fnc_removePerFrameHandler;
};
//Only break animation if they are actualy the "hands up" animation (because we are using switchmove there won't be an transition)
if (((vehicle _unit) == _unit) && {(animationState _unit) == "ACE_AmovPercMstpSsurWnonDnon"}) exitWith {
[_pfID] call CBA_fnc_removePerFrameHandler;
//Break out of hands up animation loop
[_unit, "ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
};
}, 0, [_unit, (time + 20)]] call CBA_fnc_addPerFrameHandler;
};
};

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@ -1,76 +0,0 @@
/*
* Author: commy2 PabstMirror
* Lets a unit surrender
*
* Arguments:
* 0: Unit <OBJECT>
* 1: State <BOOL>
*
* Return Value:
* Nothing
*
* Example:
* [Pierre, true] call ACE_captives_fnc_surrender;
*
* Public: No
*/
#include "script_component.hpp"
PARAMS_2(_unit,_state);
// We only want this function to work on local machines
if (!local _unit) exitwith {
[_this, QUOTE(FUNC(surrender)), _unit] call EFUNC(common,execRemoteFnc);
TRACE_2("running surrender on remote unit",_unit,_state);
};
if ((_unit getVariable [QGVAR(isSurrendering), false]) isEqualTo _state) then {
LOG("Surrender: current state same as new");
};
if (_state) then {
_unit setVariable [QGVAR(isSurrendering), true, true];
[_unit, QGVAR(Surrendered), true] call EFUNC(common,setCaptivityStatus);
if (_unit == ACE_player) then {
showHUD false;
};
// fix anim on mission start (should work on dedicated servers)
[{
PARAMS_1(_unit);
if (_unit getVariable [QGVAR(isSurrendering), false] && {vehicle _unit == _unit}) then {
[_unit] call EFUNC(common,fixLoweredRifleAnimation);
[_unit, "ACE_AmovPercMstpSsurWnonDnon", 1] call EFUNC(common,doAnimation);
};
}, [_unit], 0.01, 0] call EFUNC(common,waitAndExecute);
//PFEH - (TODO: move to event system?)
[{
EXPLODE_1_PVT((_this select 0),_unit);
if (_unit getVariable [QGVAR(isSurrendering), false]) then {
//If unit dies, gets knocked out, or is handcuffed then end surrender
if ((!alive _unit) || {_unit getVariable ["ACE_isUnconscious", false]} || {_unit getVariable [QGVAR(isHandcuffed), false]}) then {
[_unit, false] call FUNC(surrender);
[(_this select 1)] call CBA_fnc_removePerFrameHandler;
};
} else {
[(_this select 1)] call cba_fnc_removePerFrameHandler;
};
}, 0.0, [_unit]] call CBA_fnc_addPerFrameHandler;
} else {
_unit setVariable [QGVAR(isSurrendering), false, true];
[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus);
if ((vehicle _unit) == _unit) then {
//Break out of hands up animation loop (doAnimation handles Unconscious prioity)
[_unit, "ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
};
if (_unit == ACE_player) then {
//only re-enable HUD if not handcuffed
if (!(_unit getVariable [QGVAR(isHandcuffed), false])) then {
showHUD true;
};
};
};

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<!-- Edited with tabler - 2015-02-06 -->
<!-- Edited with tabler - 2015-02-24 -->
<Project name="ACE">
<Package name="Captives">
<Key ID="STR_ACE_Captives_SetCaptive">
@ -136,5 +136,14 @@
<Key ID="STR_ACE_Captives_StopSurrendering">
<English>Stop Surrendering</English>
</Key>
<Key ID="STR_ACE_Captives_Zeus_OnlyAlive">
<English>Only use on alive units</English>
</Key>
<Key ID="STR_ACE_Captives_Zeus_OnlyInfentry">
<English>Only use on dismounted inf</English>
</Key>
<Key ID="STR_ACE_Captives_Zeus_NothingSelected">
<English>Nothing under mouse</English>
</Key>
</Package>
</Project>