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https://github.com/acemod/ACE3.git
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Merge branch 'master' of https://github.com/KoffeinFlummi/ACE3
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commit
d2e6d5887a
@ -41,3 +41,11 @@ class Extended_InitPost_EventHandlers {
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};
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};
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};
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//make sure captiveNum is reset on respawn
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class Extended_Respawn_EventHandlers {
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class CAManBase {
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class ADDON {
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respawn = QUOTE(_this call FUNC(handleRespawn));
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};
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};
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};
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@ -21,6 +21,7 @@ PREP(handleGetOut);
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PREP(handleKilled);
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PREP(handleOnUnconscious);
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PREP(handlePlayerChanged);
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PREP(handleRespawn);
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PREP(handleUnitInitPost);
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PREP(handleZeusDisplayChanged);
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PREP(moduleSurrender);
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@ -18,7 +18,7 @@
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PARAMS_1(_oldUnit);
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if (_oldUnit getVariable [QGVAR(isHandcuffed), false]) then {
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_oldUnit setVariable [QGVAR(isHandcuffed), false, true];
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[_oldUnit, false] call FUNC(setSurrendered);
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};
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if (_oldUnit getVariable [QGVAR(isEscorting), false]) then {
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@ -26,5 +26,5 @@ if (_oldUnit getVariable [QGVAR(isEscorting), false]) then {
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};
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if (_oldUnit getVariable [QGVAR(isSurrendering), false]) then {
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_oldUnit setVariable [QGVAR(isSurrendering), false, true];
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[_oldUnit, false] call FUNC(setSurrendered);
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};
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39
addons/captives/functions/fnc_handleRespawn.sqf
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39
addons/captives/functions/fnc_handleRespawn.sqf
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@ -0,0 +1,39 @@
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/*
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* Author: commy2 PabstMirror
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* Fix, because captiveNum doesn't reset properly on respawn
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Corpse <OBJECT>
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* [alive, body] call ACE_captives_fnc_handleRespawn;
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*
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* Public: No
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*/
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#include "script_component.hpp"
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PARAMS_2(_unit,_dead);
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if (!local _unit) exitWith {};
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//With respawn="group", we could be respawning into a unit that is handcuffed/captive
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//If they are, reset and rerun the SET function
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//if not, make sure to explicity disable the setCaptivityStatus, because captiveNum does not work correctly on respawn
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if (_unit getVariable [QGVAR(isHandcuffed), false]) then {
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_unit setVariable [QGVAR(isHandcuffed), false];
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[_unit, true] call FUNC(setHandcuffed);
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} else {
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[_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus);
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};
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if (_unit getVariable [QGVAR(isSurrendering), false]) then {
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_unit setVariable [QGVAR(isSurrendering), false];
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[_unit, true] call FUNC(setSurrendered);
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} else {
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[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus);
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};
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@ -75,6 +75,7 @@ if (_state) then {
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};
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};
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if (!alive _unit) exitWith {};
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if (_unit getVariable ["ACE_isUnconscious", false]) exitWith {}; //don't touch animations if unconscious
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//if we are in "hands up" animationState, crack it now
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@ -38,7 +38,7 @@ _fnc_renderNearbyActions = {
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// Only render them directly if they are base level actions
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if (count (_x select 1) == 0) then {
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// Try to render the menu
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_action = [_x,[]];
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_action = _x;
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if ([_target, _action] call FUNC(renderBaseMenu)) then {
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_numInteractions = _numInteractions + 1;
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};
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@ -40,12 +40,12 @@ if (!("ACE_wirecutter" in (items ace_player))) exitWith {};
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if (((getPosASL ace_player) distance _setPosition) > 5) then {
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_fncStatement = {
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_attachedFence = _target getVariable [QGVAR(attachedFence), objNull];
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[ace_player, _attachedFence] call FUNC(cutDownFence);
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PARAMS_3(_dummyTarget,_player,_attachedFence);
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[_player, _attachedFence] call FUNC(cutDownFence);
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};
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_fncCondition = {
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_attachedFence = _target getVariable [QGVAR(attachedFence), objNull];
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((!isNull _attachedFence) && {(damage _attachedFence) < 1} && {("ACE_wirecutter" in (items ace_player))})
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PARAMS_3(_dummyTarget,_player,_attachedFence);
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((!isNull _attachedFence) && {(damage _attachedFence) < 1} && {("ACE_wirecutter" in (items _player))})
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};
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{
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@ -53,10 +53,10 @@ if (!("ACE_wirecutter" in (items ace_player))) exitWith {};
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if ([_x] call FUNC(isFence)) then {
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_fencesHelped pushBack _x;
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_helper = "Sign_Sphere25cm_F" createVehicleLocal (getpos _x);
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[_helper, 0, [""], (localize "STR_ACE_logistics_wirecutter_CutFence"), QUOTE(PATHTOF(ui\wirecutter_ca.paa)), [0,0,0], _fncStatement, _fncCondition, 5] call EFUNC(interact_menu,addAction);
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_action = [QGVAR(helperCutFence), (localize "STR_ACE_logistics_wirecutter_CutFence"), QUOTE(PATHTOF(ui\wirecutter_ca.paa)), _fncStatement, _fncCondition, {}, _x, [0,0,0], 5] call EFUNC(interact_menu,createAction);
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[_helper, 0, [],_action] call EFUNC(interact_menu,addActionToObject);
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_helper setPosASL ((getPosASL _x) vectorAdd [0,0,1.25]);
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_helper hideObject true;
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_helper setVariable [QGVAR(attachedFence), _x];
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_addedHelpers pushBack _helper;
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};
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};
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