#include "script_component.hpp" /* * Author: Kingsley * Confirms the deployment. * * Arguments: * 0: Player * 1: Fortify Object * * Return Value: * None * * Example: * [player, wall] call ace_fortify_fnc_deployConfirm * * Public: No */ params ["_unit", "_object"]; TRACE_2("deployConfirm",_unit,_object); private _side = side group _unit; private _cost = [_side, typeOf _object] call FUNC(getCost); [_side, -_cost] call FUNC(updateBudget); private _typeOf = typeOf _object; private _posASL = getPosASL _object; private _vectorUp = vectorUp _object; private _vectorDir = vectorDir _object; deleteVehicle _object; // Create progress bar to place object private _totalTime = _cost * GVAR(timeCostCoefficient) + GVAR(timeMin); // time = Ax + b private _perframeCheck = { params ["_args", "_elapsedTime", "_totalTime", "_errorCode"]; _args params ["_unit", "_side", "_typeOf", "_posASL", "_vectorDir", "_vectorUp"]; // Animation loop (required for longer constructions) if (animationState _unit isNotEqualTo "AinvPknlMstpSnonWnonDnon_medic4") then { // Perform animation [_unit, "AinvPknlMstpSnonWnonDnon_medic4"] call EFUNC(common,doAnimation); }; // Return true always true }; [ _totalTime, [_unit, _side, _typeOf, _posASL, _vectorDir, _vectorUp], QGVAR(deployFinished), QGVAR(deployCanceled), LLSTRING(progressBarTitle), _perframeCheck ] call EFUNC(common,progressBar);