/* * Author: KoffeinFlummi, Glowbal * Callback when repair completes. * * Arguments: * 0: Arguments * 0: Unit that does the repairing * 1: Vehicle to repair or * 3: Repair Action Classname * 4: Items * 5: User of Items * 6: Claimed Repair Objects * * Return Value: * None * * Example: * [[unit, vehicle, "hitpoint", "classname", [], [], [aWheel]]] call ace_repair_fnc_repair_success * * Public: No */ #include "script_component.hpp" params ["_args"]; _args params ["_caller", "_target","_selectionName","_className","","","_claimedObjects"]; TRACE_4("params",_caller,_target,_selectionName,_className); private ["_config","_callback", "_weaponSelect"]; if (primaryWeapon _caller == "ACE_FakePrimaryWeapon") then { _caller removeWeapon "ACE_FakePrimaryWeapon"; }; if (vehicle _caller == _caller) then { [_caller, _caller getVariable [QGVAR(repairPrevAnimCaller), ""], 2] call EFUNC(common,doAnimation); }; _caller setVariable [QGVAR(repairPrevAnimCaller), nil]; _weaponSelect = (_caller getVariable [QGVAR(selectedWeaponOnrepair), ""]); if (_weaponSelect != "") then { _caller selectWeapon _weaponSelect; } else { _caller action ["SwitchWeapon", _caller, _caller, 99]; }; //Unclaim repair objects: { TRACE_2("Releasing", _x, (typeOf _x)); [objNull, _x, false] call EFUNC(common,claim); } forEach _claimedObjects; // Record specific callback _config = (ConfigFile >> "ACE_Repair" >> "Actions" >> _className); _callback = getText (_config >> "callbackSuccess"); if (isNil _callback) then { _callback = compile _callback; } else { _callback = missionNamespace getVariable _callback; }; if (!(_callback isEqualType {})) then {_callback = {TRACE_1("callback was NOT code",_callback)};}; _args call _callback; //todo: repair litter?