/* * Author: commy2 * Open door. * * Arguments: * 0: House * 1: Door * * Return Value: * None * * Example: * [house, "door"] call ace_interaction_fnc_openDoor * * Public: No */ #include "script_component.hpp" private "_info"; _info = [MACRO_DOOR_REACH_DISTANCE] call FUNC(getDoor); _info params ["_house", "_door"]; if (isNull _house) exitWith {}; private "_getDoorAnimations"; _getDoorAnimations = [_house, _door] call FUNC(getDoorAnimations); _getDoorAnimations params ["_animations", "_lockedVariable"]; if (_animations isEqualTo []) exitWith {}; if (_house animationPhase (_animations select 0) <= 0 && {_house getVariable [_lockedVariable select 0, 0] == 1}) exitWith { _lockedVariable set [0, _house]; _lockedVariable call BIS_fnc_LockedDoorOpen; }; playSound "ACE_Sound_Click"; // @todo replace with smth. more fitting GVAR(doorTargetPhase) = _house animationPhase (_animations select 0); GVAR(isOpeningDoor) = true; GVAR(usedScrollWheel) = false; [{ (_this select 0) params ["_house", "_animations", "_position", "_time", "_frame"]; 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"; _phase = [0, 1] select (_house animationPhase (_animations select 0) < 0.5); {_house animate [_x, _phase]; false} count _animations; }; }; // 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)]; false} count _animations; }, 0.1, [_house, _animations, getPosASL ACE_player, CBA_missionTime + 0.2, diag_frameno + 2]] call CBA_fnc_addPerFrameHandler;