/* * Author: Nic547, commy2 * Restart the handcuffing animation if it got interrupted. Called from a AnimChanged EH. * * Arguments: * 0: The Unit * 1: New animation * * Return Value: * None * * Example: * [bob, "movearm"] call ACE_captives_fnc_handleAnimChangedHandcuffed * * Public: No */ #include "script_component.hpp" params ["_unit", "_newAnimation"]; TRACE_2("AnimChanged",_unit,_newAnimation); if (_unit == (vehicle _unit)) then { if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then { TRACE_1("Handcuff animation interrupted",_newAnimation); [_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation); }; } else { private _turretPath = []; { _x params ["_xUnit", "", "", "_xTurretPath"]; if (_unit == _xUnit) exitWith {_turretPath = _xTurretPath}; } forEach (fullCrew (vehicle _unit)); TRACE_1("turret Path",_turretPath); if (_turretPath isEqualTo []) exitWith {}; TRACE_1("Handcuff (FFV) animation interrupted",_newAnimation); [_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation); [_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation); };