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Minor Cleanup
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c117e9bf16
commit
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@ -70,7 +70,7 @@ class CfgMovesMaleSdr: CfgMovesBasic {
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InterpolateTo[] = {"Unconscious",0.01};
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InterpolateTo[] = {"Unconscious",0.01};
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};
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};
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class ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon {
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class ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon: ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon {
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speed = 0.4; //for gameplay reasons, slow this down
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speed = 0.333; //for gameplay reasons, slow this down
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actions = "CivilStandActions";
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actions = "CivilStandActions";
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file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\sur\non\AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon";
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file = "\A3\anims_f\Data\Anim\Sdr\mov\erc\stp\sur\non\AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon";
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ConnectTo[] = {"AmovPercMstpSnonWnonDnon",0.1};
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ConnectTo[] = {"AmovPercMstpSnonWnonDnon",0.1};
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@ -18,9 +18,9 @@
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PARAMS_2(_unit,_target);
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PARAMS_2(_unit,_target);
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//Alive, handcuffed, not being escored, and not unconsious
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//Alive, handcuffed, not being escored, and not unconscious
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(_target getVariable [QGVAR(isHandcuffed), false]) &&
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(_target getVariable [QGVAR(isHandcuffed), false]) &&
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{isNull (attachedTo _target)} &&
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{isNull (attachedTo _target)} &&
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{alive _target} &&
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{alive _target} &&
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{!(_target getVariable [QGVAR(ACE_isUnconscious), false])}
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{!(_target getVariable ["ACE_isUnconscious", false])}
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@ -19,5 +19,6 @@
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PARAMS_2(_unit,_target);
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PARAMS_2(_unit,_target);
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_target getVariable [QGVAR(isHandcuffed), false]
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_target getVariable [QGVAR(isHandcuffed), false]
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|| {_target getVariable [QGVAR(isSurrendering), false]}
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|| {_target getVariable ["ACE_isSearchable", false]}
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|| {_target getVariable ["ACE_isSearchable", false]}
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|| {_target getVariable ["ACE_isUnconscious", false]}
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|| {_target getVariable ["ACE_isUnconscious", false]}
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@ -1,6 +1,6 @@
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/*
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/*
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* Author: Nic547, commy2
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* Author: Nic547, commy2
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* Handcuffs a unit
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* Handcuffs a unit.
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*
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*
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* Arguments:
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* Arguments:
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* 0: Unit <OBJECT>
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* 0: Unit <OBJECT>
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@ -18,39 +18,38 @@
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PARAMS_2(_unit,_state);
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PARAMS_2(_unit,_state);
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// We only want this function to work on local machines
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if (!local _unit) exitWith {
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if (!local _unit) exitwith {
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ERROR("setHandcuffed unit not local");
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[_this, QUOTE(FUNC(setHandcuffed)), _unit] call EFUNC(common,execRemoteFnc);
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TRACE_2("running setHandcuffed on remote unit",_unit,_state);
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};
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};
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if (_state isEqualTo (_unit getVariable [QGVAR(isHandcuffed), false])) exitWith {
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if (_state isEqualTo (_unit getVariable [QGVAR(isHandcuffed), false])) then {
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ERROR("new state equals current");
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LOG("setHandcuffed: current state same as new");
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};
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};
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if (_state) then {
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if (_state) then {
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_unit setVariable [QGVAR(isHandcuffed), true, true];
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_unit setVariable [QGVAR(isHandcuffed), true, true];
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[_unit, QGVAR(Handcuffed), true] call EFUNC(common,setCaptivityStatus);
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[_unit, QGVAR(Handcuffed), true] call EFUNC(common,setCaptivityStatus);
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// fix anim on mission start (should work on dedicated servers)
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_fixAnimationFnc = {
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PARAMS_1(_unit);
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if (_unit getVariable [QGVAR(isHandcuffed), false] && {vehicle _unit == _unit}) then {
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[_unit] call EFUNC(common,fixLoweredRifleAnimation);
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[_unit, "ACE_AmovPercMstpScapWnonDnon", 0] call EFUNC(common,doAnimation);
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};
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};
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[_fixAnimationFnc, [_unit], 0.05, 0] call EFUNC(common,waitAndExecute);
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_unit setVariable [QGVAR(CargoIndex), ((vehicle _unit) getCargoIndex _unit), true];
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_unit setVariable [QGVAR(CargoIndex), ((vehicle _unit) getCargoIndex _unit), true];
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if (_unit == ACE_player) then {
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if (_unit == ACE_player) then {
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showHUD false;
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showHUD false;
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};
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};
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// fix anim on mission start (should work on dedicated servers)
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[{
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PARAMS_1(_unit);
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if (_unit getVariable [QGVAR(isHandcuffed), false] && {vehicle _unit == _unit}) then {
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[_unit] call EFUNC(common,fixLoweredRifleAnimation);
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[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
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};
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}, [_unit], 0.01, 0] call EFUNC(common,waitAndExecute);
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} else {
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} else {
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_unit setVariable [QGVAR(isHandcuffed), false, true];
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_unit setVariable [QGVAR(isHandcuffed), false, true];
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[_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus);
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[_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus);
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if ((vehicle _unit) == _unit) then {
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if ((vehicle _unit) == _unit) then {
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//Break out of hands up animation loop (doAnimation handles Unconscious prioity)
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[_unit, "ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
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[_unit, "ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
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};
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};
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@ -18,46 +18,57 @@
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PARAMS_2(_unit,_state);
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PARAMS_2(_unit,_state);
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if (_state) then {
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// We only want this function to work on local machines
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if (_unit getVariable [QGVAR(isSurrendering), false]) exitWith {
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if (!local _unit) exitwith {
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ERROR("Already Surrendering");
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[_this, QUOTE(FUNC(surrender)), _unit] call EFUNC(common,execRemoteFnc);
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};
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TRACE_2("running surrender on remote unit",_unit,_state);
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};
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if ((_unit getVariable [QGVAR(isSurrendering), false]) isEqualTo _state) then {
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LOG("Surrender: current state same as new");
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};
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if (_state) then {
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_unit setVariable [QGVAR(isSurrendering), true, true];
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_unit setVariable [QGVAR(isSurrendering), true, true];
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[_unit, QGVAR(Surrendered), true] call EFUNC(common,setCaptivityStatus);
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[_unit, QGVAR(Surrendered), true] call EFUNC(common,setCaptivityStatus);
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[_unit, "ACE_AmovPercMstpSsurWnonDnon", 1] call EFUNC(common,doAnimation);
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if (_unit == ACE_player) then {
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if (_unit == ACE_player) then {
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showHUD false;
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showHUD false;
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};
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};
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private "_surrenderFnc";
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// fix anim on mission start (should work on dedicated servers)
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_surrenderFnc = {
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[{
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EXPLODE_1_PVT((_this select 0),_unit);
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PARAMS_1(_unit);
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if (_unit getVariable [QGVAR(isSurrendering), false] && {vehicle _unit == _unit}) then {
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[_unit] call EFUNC(common,fixLoweredRifleAnimation);
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[_unit, "ACE_AmovPercMstpSsurWnonDnon", 1] call EFUNC(common,doAnimation);
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};
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}, [_unit], 0.01, 0] call EFUNC(common,waitAndExecute);
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//PFEH - (TODO: move to event system?)
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[{
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EXPLODE_1_PVT((_this select 0),_unit);
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if (_unit getVariable [QGVAR(isSurrendering), false]) then {
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if (_unit getVariable [QGVAR(isSurrendering), false]) then {
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//If unit dies, gets knocked out, or is handcuffed then end surrender
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if ((!alive _unit) || {_unit getVariable ["ACE_isUnconscious", false]} || {_unit getVariable [QGVAR(isHandcuffed), false]}) then {
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if ((!alive _unit) || {_unit getVariable ["ACE_isUnconscious", false]} || {_unit getVariable [QGVAR(isHandcuffed), false]}) then {
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[_unit, false] call FUNC(surrender);
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[_unit, false] call FUNC(surrender);
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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[(_this select 1)] call CBA_fnc_removePerFrameHandler;
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};
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};
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} else {
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} else {
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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};
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};
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};
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}, 0.0, [_unit]] call CBA_fnc_addPerFrameHandler;
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[_surrenderFnc, 0.0, [_unit]] call CBA_fnc_addPerFrameHandler;
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} else {
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} else {
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_unit setVariable [QGVAR(isSurrendering), false, true];
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_unit setVariable [QGVAR(isSurrendering), false, true];
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[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus);
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if !(_unit getVariable ["ACE_isUnconscious", false]) then {
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if ((vehicle _unit) == _unit) then {
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//Break out of hands up animation loop
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//Break out of hands up animation loop (doAnimation handles Unconscious prioity)
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//don't want to step on animations from medical (TODO: testing medical integration)
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[_unit, "ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
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[_unit, "ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
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};
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};
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[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus);
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if (_unit == ACE_player) then {
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if (_unit == ACE_player) then {
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//only enable if not handcuffed
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//only re-enable HUD if not handcuffed
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if (!(_unit getVariable [QGVAR(isHandcuffed), false])) then {
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if (!(_unit getVariable [QGVAR(isHandcuffed), false])) then {
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showHUD true;
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showHUD true;
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};
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};
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