#include "..\script_component.hpp"
/*
 * Author: Garth 'L-H' de Wet
 * Detonates all attached deadman's switched triggered explosives.
 *
 * Arguments:
 * 0: Unit <OBJECT>
 *
 * Return Value:
 * None
 *
 * Example:
 * Handled by CBA
 *
 * Public: No
 */

//NOTE: Extended_Killed_EventHandlers runs only where _unit is local
params ["_unit"];
TRACE_1("params",_unit);

if (_unit == ace_player) then {
    // close cellphone if open
    findDisplay 8855 closeDisplay 0;
};

// Exit if no item
if !("ACE_DeadManSwitch" in (_unit call EFUNC(common,uniqueItems))) exitWith {};

private _range = getNumber (configFile >> "CfgWeapons" >> "ACE_DeadManSwitch" >> QGVAR(range));
private _deadman = [_unit, "DeadManSwitch"] call FUNC(getPlacedExplosives);
TRACE_2("placed",_deadman,_range);
{
    [_unit, _range, _x, "ACE_DeadManSwitch"] call FUNC(detonateExplosive);
} forEach _deadman;

//Handle deadman connected to explosive in inventory
private _connectedInventoryExplosive = _unit getVariable [QGVAR(deadmanInvExplosive), ""];
if (_connectedInventoryExplosive != "") then {
    if (!(_connectedInventoryExplosive in (magazines _unit))) exitWith {};

    //Remove mag and reset variable
    _unit removeMagazine _connectedInventoryExplosive;
    _unit setVariable [QGVAR(deadmanInvExplosive), "", true];

    private _ammo = getText (configFile >> "CfgMagazines" >> _connectedInventoryExplosive >> "ammo");
    TRACE_2("deadman inventory",_connectedInventoryExplosive,_ammo);
    private _magazineTrigger = configFile >> "CfgMagazines" >> _connectedInventoryExplosive >> "ACE_Triggers" >> "DeadmanSwitch";
    if (isText (_magazineTrigger >> "ammo")) then {
        _ammo = getText (_magazineTrigger >> "ammo");
    };

    private _explosive = createVehicle [_ammo, (getPos _unit), [], 0, "NONE"];
    _explosive setPosASL (getPosASL _unit);
    [_unit, -1, [_explosive, 0.5], "ACE_DeadManSwitch"] call FUNC(detonateExplosive); //Explode, ignoring range, with a 0.5 second delay
};