#include "..\script_component.hpp" /* * Author: commy2 * Open door. * * Arguments: * 0: House * 1: Door * * Return Value: * None * * Example: * [house, "door"] call ace_interaction_fnc_openDoor * * Public: No */ private _info = [MACRO_DOOR_REACH_DISTANCE] call FUNC(getDoor); _info params ["_house", "_door"]; TRACE_2("openDoor",_house,_door); if (isNull _house) exitWith {}; if ((configProperties [configOf _house >> "UserActions"]) isEqualTo []) exitWith { TRACE_1("Ignore houses with no UserActions",typeOf _house); // Fix problem with Shoothouse Walls }; private _getDoorAnimations = [_house, _door] call FUNC(getDoorAnimations); _getDoorAnimations params ["_animations"]; if (_animations isEqualTo []) exitWith {}; private _lockedVariable = format ["bis_disabled_%1", _door]; private _lockedVariableAlt = _lockedVariable; // GM Buildings may have door names like door_01 but locking expects door_1 if ((count _door == 7) && {(_door select [0, 6]) == "door_0"}) then { _lockedVariableAlt = format ["bis_disabled_door_%1", _door select [6, 1]]; // stip off the leading zero then check both vars }; // Check if the door can be locked aka have locked variable, otherwhise cant lock it if ((_house animationPhase (_animations select 0) <= 0) && {(_house getVariable [_lockedVariable, 0] == 1) || {_house getVariable [_lockedVariableAlt, 0] == 1}}) exitWith { private _lockedAnimation = format ["%1_locked_source", _door]; TRACE_3("locked",_house,_lockedAnimation,isClass (configOf _house >> "AnimationSources" >> _lockedAnimation)); if (isClass (configOf _house >> "AnimationSources" >> _lockedAnimation)) then { // from: a3\structures_f\scripts\fn_door.sqf: - wiggles the door handle (A3 buildings) _house animateSource [_lockedAnimation, (1 - (_house animationSourcePhase _lockedAnimation))]; }; }; // Add handle on carrier if (typeOf _house == "Land_Carrier_01_island_01_F") then { private _handle = format ["door_handle_%1_rotate_1", (_animations select 0) select [5, 1]]; TRACE_1("carrier handle",_handle); _animations pushBack _handle; }; playSound "ACE_Sound_Click"; // @todo replace with smth. more fitting GVAR(doorTargetPhase) = _house animationPhase (_animations select 0); GVAR(isOpeningDoor) = true; GVAR(usedScrollWheel) = false; // Raise local started opening event [QGVAR(doorOpeningStarted), [_house, _door, _animations]] call CBA_fnc_localEvent; [{ (_this select 0) params ["_house", "_animations", "_position", "_time", "_frame", "_door"]; if !(GVAR(isOpeningDoor)) exitWith { [_this select 1] call CBA_fnc_removePerFrameHandler; // didn't use incremental opening. Just do animation normally. if !(GVAR(usedScrollWheel)) then { private _phase = parseNumber (_house animationPhase (_animations select 0) < 0.5); {_house animate [_x, _phase]} forEach _animations; }; // Raise local stopped opening event [QGVAR(doorOpeningStopped), [_house, _door, _animations]] call CBA_fnc_localEvent; }; // check if player moved too far away if (getPosASL ACE_player distance _position > 1) exitWith { GVAR(isOpeningDoor) = false; }; // this allows for holding the door in it's current state. if (CBA_missionTime > _time && {diag_frameno > _frame}) then { GVAR(usedScrollWheel) = true; }; // do incremental door opening {_house animate [_x, GVAR(doorTargetPhase)]} forEach _animations; }, 0.1, [_house, _animations, getPosASL ACE_player, CBA_missionTime + 0.2, diag_frameno + 2, _door]] call CBA_fnc_addPerFrameHandler;