/* * Author: Jonpas * Sits down the player. * * Arguments: * 0: Seat * 1: Player * * Return Value: * None * * Example: * [seat, player] call ace_sitting_fnc_sit; * * Public: No */ #include "script_component.hpp" private ["_actionID", "_configFile", "_sitDirection", "_sitPosition", "_sitRotation", "_sitDirectionVisual"]; params ["_seat", "_player"]; // Set global variable for standing up GVAR(seat) = _seat; // Overwrite weird position, because Arma decides to set it differently based on current animation/stance... _player switchMove "amovpknlmstpsraswrfldnon"; // add scrollwheel action to release object _actionID = _player getVariable [QGVAR(StandUpActionID), -1]; if (_actionID != -1) then { _player removeAction _actionID; }; _actionID = _player addAction [ format ["%1", localize LSTRING(Stand)], QUOTE((_this select 0) call FUNC(stand)), nil, 20, false, true, "GetOut", QUOTE(_this call FUNC(canStand)) ]; _player setVariable [QGVAR(StandUpActionID), _actionID]; // Read config _configFile = configFile >> "CfgVehicles" >> typeOf _seat; _sitDirection = (getDir _seat) + getNumber (_configFile >> QGVAR(sitDirection)); _sitPosition = getArray (_configFile >> QGVAR(sitPosition)); _sitRotation = if (isNumber (_configFile >> QGVAR(sitRotation))) then {getNumber (_configFile >> QGVAR(sitRotation))} else {45}; // Apply default if config entry not present // Get random animation and perform it (before moving player to ensure correct placement) [_player, call FUNC(getRandomAnimation), 2] call EFUNC(common,doAnimation); // Correctly places when using non-transitional animations [_player, "", 1] call EFUNC(common,doAnimation); // Correctly applies animation's config values (such as disallow throwing of grenades, intercept keybinds... etc). // Set direction and position _player setDir _sitDirection; // No need for ATL/ASL as modelToWorld returns in format position _player setPos (_seat modelToWorld _sitPosition); // Set variables _player setVariable [QGVAR(isSitting), true]; _seat setVariable [QGVAR(seatOccupied), true, true]; // To prevent multiple people sitting on one seat // Add rotation control PFH _sitDirectionVisual = getDirVisual _player; // Needed for precision and issues with using above directly _seatPosOrig = getPosASL _seat; [{ params ["_args", "_pfhId"]; _args params ["_player", "_sitDirectionVisual", "_sitRotation", "_seat", "_seatPosOrig"]; // Remove PFH if not sitting any more if !(_player getVariable [QGVAR(isSitting), false]) exitWith { [_pfhId] call cba_fnc_removePerFrameHandler; TRACE_1("Remove PFH",_player getVariable [ARR_2(QGVAR(isSitting), false)]); }; // Stand up if chair moves if ([_seat, _seatPosOrig] call FUNC(hasChairMoved)) exitWith { _player call FUNC(stand); TRACE_2("Chair moved",getPosASL _seat,_seatPosOrig); }; // Set direction to boundary when passing it if (getDir _player > _sitDirectionVisual + _sitRotation) exitWith { _player setDir (_sitDirectionVisual + _sitRotation); }; if (getDir _player < _sitDirectionVisual - _sitRotation) exitWith { _player setDir (_sitDirectionVisual - _sitRotation); }; }, 0, [_player, _sitDirectionVisual, _sitRotation, _seat, _seatPosOrig]] call CBA_fnc_addPerFrameHandler;