Sitting Cleanup

- Add modern privates
- Don't add actions, canInteractWith, or EH if not enabled
This commit is contained in:
PabstMirror 2015-12-30 12:23:35 -06:00
parent 6a21b7da1e
commit d372111d3f
5 changed files with 31 additions and 20 deletions

View File

@ -3,9 +3,16 @@
// Exit on Headless
if (!hasInterface) exitWith {};
// Add interaction menu exception
["isNotSitting", {isNil {(_this select 0) getVariable QGVAR(isSitting)}}] call EFUNC(common,addCanInteractWithCondition);
["SettingsInitialized", {
TRACE_1("SettingInit", GVAR(enable));
//If not enabled, dont't add CanInteractWith Condition or event handlers:
if (!GVAR(enable)) exitWith {};
// Handle interruptions
["medical_onUnconscious", {_this call DFUNC(handleInterrupt)}] call EFUNC(common,addEventhandler);
["SetHandcuffed", {_this call DFUNC(handleInterrupt)}] call EFUNC(common,addEventhandler);
// Add interaction menu exception
["isNotSitting", {isNil {(_this select 0) getVariable QGVAR(isSitting)}}] call EFUNC(common,addCanInteractWithCondition);
// Handle interruptions
["medical_onUnconscious", {_this call DFUNC(handleInterrupt)}] call EFUNC(common,addEventhandler);
["SetHandcuffed", {_this call DFUNC(handleInterrupt)}] call EFUNC(common,addEventhandler);
}] call EFUNC(common,addEventHandler);

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@ -16,19 +16,28 @@
#include "script_component.hpp"
params ["_seat"];
private ["_type", "_sitAction"];
_type = typeOf _seat;
private _type = typeOf _seat;
// Exit if the object is not specified as a seat
if (getNumber (configFile >> "CfgVehicles" >> _type >> QGVAR(canSit)) != 1) exitWith {};
// only run this after the settings are initialized
if !(EGVAR(common,settingsInitFinished)) exitWith {
EGVAR(common,runAtSettingsInitialized) pushBack [FUNC(addSitActions), _this];
};
//If not enabled, don't add actions:
if (!GVAR(enable)) exitWith {};
// Exit if class already initialized
if (_type in GVAR(initializedClasses)) exitWith {};
GVAR(initializedClasses) pushBack _type;
_sitAction = [
TRACE_1("Adding Sit Action",_type);
private _sitAction = [
QGVAR(Sit),
localize LSTRING(Sit),
QUOTE(PATHTOF(UI\sit_ca.paa)),

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@ -15,10 +15,8 @@
*/
#include "script_component.hpp"
private "_animations";
// Animations Pool
_animations = [
private _animations = [
QGVAR(HubSittingChairA_idle1),
QGVAR(HubSittingChairA_idle2),
QGVAR(HubSittingChairA_idle3),

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@ -16,15 +16,13 @@
*/
#include "script_component.hpp"
private ["_actionID", "_configFile", "_sitDirection", "_sitPosition", "_seatPosOrig"];
params ["_seat", "_player"];
// Overwrite weird position, because Arma decides to set it differently based on current animation/stance...
_player switchMove "amovpknlmstpsraswrfldnon";
// Add scroll-wheel action to release object
_actionID = _player addAction [
private _actionID = _player addAction [
format ["<t color='#FFFF00'>%1</t>", localize LSTRING(Stand)],
QUOTE((_this select 0) call FUNC(stand)),
nil,
@ -36,9 +34,9 @@ _actionID = _player addAction [
];
// Read config
_configFile = configFile >> "CfgVehicles" >> typeOf _seat;
_sitDirection = (getDir _seat) + getNumber (_configFile >> QGVAR(sitDirection));
_sitPosition = getArray (_configFile >> QGVAR(sitPosition));
private _configFile = configFile >> "CfgVehicles" >> typeOf _seat;
private _sitDirection = (getDir _seat) + getNumber (_configFile >> QGVAR(sitDirection));
private _sitPosition = getArray (_configFile >> QGVAR(sitPosition));
// Get random animation and perform it (before moving player to ensure correct placement)
[_player, call FUNC(getRandomAnimation), 2] call EFUNC(common,doAnimation); // Correctly places when using non-transitional animations
@ -55,7 +53,7 @@ _seat setVariable [QGVAR(seatOccupied), true, true]; // To prevent multiple peop
// Add automatical stand PFH in case of interruptions
_seatPosOrig = getPosASL _seat;
private _seatPosOrig = getPosASL _seat;
[{
params ["_args", "_pfhId"];
_args params ["_player", "_seat", "_seatPosOrig"];

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@ -16,7 +16,6 @@
#include "script_component.hpp"
params ["_player"];
private ["_animation"];
(_player getVariable QGVAR(isSitting)) params ["_seat", "_actionID"];
@ -24,7 +23,7 @@ private ["_animation"];
_player removeAction _actionID;
// Restore animation
_animation = switch (currentWeapon _player) do {
private _animation = switch (currentWeapon _player) do {
case "": {"amovpercmstpsnonwnondnon"};
case (primaryWeapon _player): {"amovpercmstpslowwrfldnon"};
case (handgunWeapon _player): {"amovpercmstpslowwpstdnon"};