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More Changes and add EH
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@ -81,8 +81,8 @@ class CfgVehicles {
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};
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class ACE_StartSurrenderingSelf {
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displayName = "$STR_ACE_Captives_StartSurrendering";
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condition = QUOTE([ARR_2(_player, true)] call FUNC(canSurrender));
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statement = QUOTE([ARR_2(_player, true)] call FUNC(surrender));
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condition = QUOTE([ARR_2(_player, true)] call FUNC(setSurrendered));
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statement = QUOTE([ARR_2(_player, true)] call FUNC(setSurrendered));
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exceptions[] = {};
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showDisabled = 0;
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priority = 0;
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@ -90,7 +90,7 @@ class CfgVehicles {
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class ACE_StopSurrenderingSelf {
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displayName = "$STR_ACE_Captives_StopSurrendering";
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condition = QUOTE([ARR_2(_player, false)] call FUNC(canSurrender));
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statement = QUOTE([ARR_2(_player, false)] call FUNC(surrender));
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statement = QUOTE([ARR_2(_player, false)] call FUNC(setSurrender));
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exceptions[] = {QGVAR(isNotSurrendering)};
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showDisabled = 0;
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priority = 0;
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@ -1,9 +1,5 @@
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#include "script_component.hpp"
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["playerChanged", {_this call FUNC(handlePlayerChanged)}] call EFUNC(common,addEventhandler);
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["MoveInCaptive", {_this call FUNC(vehicleCaptiveMoveIn)}] call EFUNC(common,addEventHandler);
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["MoveOutCaptive", {_this call FUNC(vehicleCaptiveMoveOut)}] call EFUNC(common,addEventHandler);
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["SetHandcuffed", {_this call FUNC(setHandcuffed)}] call EFUNC(common,addEventHandler);
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//Handles when someone starts escorting and then disconnects, leaving the captive attached
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//This is normaly handled by the PFEH in doEscortCaptive, but that won't be running if they DC
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@ -23,6 +19,12 @@ if (isServer) then {
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["playerVehicleChanged", {_this call FUNC(handleVehicleChanged)}] call EFUNC(common,addEventHandler);
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["zeusDisplayChanged", {_this call FUNC(handleZeusDisplayChanged)}] call EFUNC(common,addEventHandler);
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["playerChanged", {_this call FUNC(handlePlayerChanged)}] call EFUNC(common,addEventhandler);
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["MoveInCaptive", {_this call FUNC(vehicleCaptiveMoveIn)}] call EFUNC(common,addEventHandler);
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["MoveOutCaptive", {_this call FUNC(vehicleCaptiveMoveOut)}] call EFUNC(common,addEventHandler);
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["SetHandcuffed", {_this call FUNC(setHandcuffed)}] call EFUNC(common,addEventHandler);
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["SetSurrendered", {_this call FUNC(setSurrendered)}] call EFUNC(common,addEventHandler);
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//TODO: Medical Integration Events???
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@ -26,7 +26,7 @@ PREP(handleZeusDisplayChanged);
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PREP(handleWokeUp);
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PREP(moduleSurrender);
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PREP(setHandcuffed);
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PREP(surrender);
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PREP(setSurrendered);
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PREP(vehicleCaptiveMoveIn);
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PREP(vehicleCaptiveMoveOut);
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@ -21,5 +21,5 @@
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PARAMS_1(_unit);
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if (_unit getVariable [QGVAR(isSurrendering), false]) then { //If surrendering, stop
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[_unit, _false] call FUNC(surrender);
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[_unit, false] call FUNC(setSurrendered);
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};
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@ -29,6 +29,6 @@ if (local _unit) then {
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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(surrender);
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[_unit, true] call FUNC(setSurrendered);
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};
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};
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@ -25,6 +25,6 @@ if ((vehicle _unit) != _unit) then {
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};
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if (_unit getVariable [QGVAR(isSurrendering), false]) then {
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[_unit, false] call FUNC(surrender);
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[_unit, false] call FUNC(setSurrender);
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};
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};
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@ -28,7 +28,14 @@ if (local _logic) then {
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_mouseOverObject = _bisMouseOver select 1;
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if ((_mouseOverObject isKindOf "CAManBase") && {(vehicle _mouseOverObject) == _mouseOverObject}) then {
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systemChat format ["Debug - module surrendering %1", (name _mouseOverObject)];
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[_mouseOverObject, true] call FUNC(surrender);
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[_mouseOverObject, true] call FUNC(setSurrendered);
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if (!(_mouseOverObject getVariable [GVAR(), false])) then {
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["SetSurrendered", [_mouseOverObject], [_mouseOverObject, true]] call EFUNC(common,targetEvent);
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} else {
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["SetSurrendered", [_mouseOverObject], [_mouseOverObject, false]] call EFUNC(common,targetEvent);
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};
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} else {
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systemChat format ["Only use on dismounted inf"];
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};
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@ -38,7 +45,7 @@ if (local _logic) then {
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} else {//an editor module
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{
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systemChat format ["Debug - module surrendering %1", (name _x)];
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[_x, true] call FUNC(surrender);
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[_x, true] call FUNC(setSurrendered);
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} forEach _units;
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};
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@ -18,22 +18,23 @@
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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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[_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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if (_state isEqualTo (_unit getVariable [QGVAR(isHandcuffed), false])) then {
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LOG("setHandcuffed: current state same as new");
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if (!local _unit) exitwith {
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ERROR("running setHandcuffed on remote unit");
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};
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if ((_unit getVariable [QGVAR(isHandcuffed), false]) isEqualTo _state) exitWith {
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ERROR("setHandcuffed: current state same as new");
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};
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if (_state) then {
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_unit setVariable [QGVAR(isHandcuffed), true, true];
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if (_unit getVariable [QGVAR(isSurrendering), false]) then { //If surrendering, stop
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[_unit, false] call FUNC(surrender);
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};
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[_unit, QGVAR(Handcuffed), true] call EFUNC(common,setCaptivityStatus);
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if (_unit getVariable [QGVAR(isSurrendering), false]) then { //If surrendering, stop
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[_unit, false] call FUNC(setSurrendered);
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};
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//Set unit cargoIndex (will be -1 if dismounted)
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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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@ -46,6 +47,19 @@ if (_state) then {
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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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//Adds an animation changed eh
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//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
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_animChangedEHID = _unit addEventHandler ["AnimChanged", {
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PARAMS_2(_unit,_newAnimation);
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if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && (_newAnimation != "Unconscious")) then {
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ERROR("Handcuff animation interrupted");
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systemChat format ["debug %2: new %1", _newAnimation, time];
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[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
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};
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}];
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_unit setVariable [QGVAR(surrenderAnimEHID), _animChangedEHID];
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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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@ -10,7 +10,7 @@
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* Nothing
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*
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* Example:
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* [Pierre, true] call ACE_captives_fnc_surrender;
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* [Pierre, true] call ACE_captives_fnc_setSurrendered;
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*
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* Public: No
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*/
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@ -18,52 +18,52 @@
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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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[_this, QUOTE(FUNC(surrender)), _unit] call EFUNC(common,execRemoteFnc);
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TRACE_2("running surrender on remote unit",_unit,_state);
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ERROR("running surrender on remote unit");
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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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if ((_unit getVariable [QGVAR(isSurrendering), false]) isEqualTo _state) exitWith {
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ERROR("Surrender: current state same as new");
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};
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if (_state) then {
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if ((vehicle _unit) != _unit) exitWith {ERROR("Cannot surrender while mounted");};
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if (_unit getVariable [QGVAR(isHandcuffed), false]) exitWith {ERROR("Cannot surrender while handcuffed");};
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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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if (_unit == ACE_player) then {
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showHUD false;
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};
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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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// 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(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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if (_unit getVariable [QGVAR(isSurrendering), false] && {(vehicle _unit) == _unit}) then {
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//Adds an animation changed eh
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//If we get a change in animation before we've "locked" in the hands up animationState, then stop surrendering
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//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
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_animChangedEHID = _unit addEventHandler ["AnimChanged", {
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PARAMS_2(_unit,_newAnimation);
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if (_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") then {
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if ((animationState _unit != "ACE_AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon") && (animationState _unit != "ACE_AmovPercMstpSsurWnonDnon")) then {
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ERROR("Surrender animation failed");
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systemChat "Debug: Surrender animation failed";
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[_unit, false] call FUNC(surrender);
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};
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if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && (_newAnimation != "Unconscious")) then {
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ERROR("Surrender animation interrupted");
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systemChat format ["debug %2: new %1", _newAnimation, time];
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[_unit, "ACE_AmovPercMstpSsurWnonDnon", 1] call EFUNC(common,doAnimation);
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};
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}];
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_unit setVariable [QGVAR(surrenderAnimEHID), _animChangedEHID];
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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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_unit setVariable [QGVAR(isSurrendering), false, true];
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[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus);
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//remove AnimChanged EH
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_animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1];
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_unit removeEventHandler ["AnimChanged", _animChangedEHID];
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_unit setVariable [QGVAR(surrenderAnimEHID), -1];
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@ -75,25 +75,27 @@ if (_state) then {
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};
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};
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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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if (((vehicle _unit) == _unit) && {(animationState _unit) == "ACE_AmovPercMstpSsurWnonDnon"}) then {
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[_unit, "ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
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} else {
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//spin up a PFEH, to watching animationState for the next 20 seconds to make sure we don't enter
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//spin up a PFEH, to watching animationState for the next 20 seconds to make sure we don't enter "hands up"
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//Handles long animation chains
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[{
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PARAMS_2(_args,_pfID);
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EXPLODE_2_PVT(_args,_unit,_maxTime);
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//If maxtime or they re-surrendered, exit loop
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if ((time > _maxTime) || {_unit getVariable [QGVAR(isSurrendering), false]}) exitWith {
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//If waited long enough or they re-surrendered or they are unconscious, exit loop
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if ((time > _maxTime) || {_unit getVariable [QGVAR(isSurrendering), false]} || {_unit getVariable ["ACE_isUnconscious", false]}) exitWith {
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[_pfID] call CBA_fnc_removePerFrameHandler;
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};
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//Only break animation if they are actualy the "hands up" animation (because we are using switchmove)
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//Only break animation if they are actualy the "hands up" animation (because we are using switchmove there won't be an transition)
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if (((vehicle _unit) == _unit) && {(animationState _unit) == "ACE_AmovPercMstpSsurWnonDnon"}) exitWith {
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[_pfID] call CBA_fnc_removePerFrameHandler;
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//Break out of hands up animation loop (doAnimation handles Unconscious prioity)
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//Break out of hands up animation loop
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[_unit, "ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
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};
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}, 0.05, [_unit, (time + 20)]] call CBA_fnc_addPerFrameHandler;
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}, 0, [_unit, (time + 20)]] call CBA_fnc_addPerFrameHandler;
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};
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};
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