/* * Author: Nic547, commy2 * Handcuffs a unit. * * Arguments: * 0: Unit * 1: True to take captive, false to release captive * * Return Value: * Nothing * * Example: * [bob, true] call ACE_captives_fnc_setHandcuffed; * * Public: No */ #include "script_component.hpp" params ["_unit","_state"]; if (!local _unit) exitwith { ERROR("running setHandcuffed on remote unit"); }; if ((_unit getVariable [QGVAR(isHandcuffed), false]) isEqualTo _state) exitWith { ERROR("setHandcuffed: current state same as new"); }; if (_state) then { _unit setVariable [QGVAR(isHandcuffed), true, true]; [_unit, QGVAR(Handcuffed), true] call EFUNC(common,setCaptivityStatus); if (_unit getVariable [QGVAR(isSurrendering), false]) then { //If surrendering, stop [_unit, false] call FUNC(setSurrendered); }; //Set unit cargoIndex (will be -1 if dismounted) _unit setVariable [QGVAR(CargoIndex), ((vehicle _unit) getCargoIndex _unit), true]; if (_unit == ACE_player) then { showHUD false; }; // fix anim on mission start (should work on dedicated servers) [{ params ["_unit"]; if (!(_unit getVariable [QGVAR(isHandcuffed), false])) exitWith {}; if ((vehicle _unit) == _unit) then { [_unit] call EFUNC(common,fixLoweredRifleAnimation); [_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation); } else { [_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation); [_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation); }; //Adds an animation changed eh //If we get a change in animation then redo the animation (handles people vaulting to break the animation chain) private "_animChangedEHID"; TRACE_1("Adding animChangedEH",_unit); _animChangedEHID = _unit addEventHandler ["AnimChanged", { params ["_unit", "_newAnimation"]; TRACE_2("AnimChanged",_unit,_newAnimation); if (_unit == (vehicle _unit)) then { if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then { TRACE_1("Handcuff animation interrupted",_newAnimation); [_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation); }; } else { // _turretPath = []; // { // _x params ["_xUnit", "", "", "_xTurretPath"]; // if (_unit == _xUnit) exitWith {_turretPath = _xTurretPath}; // } forEach (fullCrew (vehicle _unit)); // TRACE_1("turret Path",_turretPath); // if (_turretPath isEqualTo []) exitWith {}; // _turretConfig = [(configFile >> "CfgVehicles" >> (typeOf (vehicle _unit))), _turretPath] call EFUNC(common,getTurretConfigPath); // _gunnerAction = getText (_turretConfig >> "gunnerAction"); // TRACE_1("reseting to",_gunnerAction); // [_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation); // [_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation); [_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation); [_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation); }; }]; _unit setVariable [QGVAR(handcuffAnimEHID), _animChangedEHID]; }, [_unit], 0.01] call EFUNC(common,waitAndExecute); } else { _unit setVariable [QGVAR(isHandcuffed), false, true]; [_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus); //remove AnimChanged EH private "_animChangedEHID"; _animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1]; _unit removeEventHandler ["AnimChanged", _animChangedEHID]; _unit setVariable [QGVAR(handcuffAnimEHID), -1]; if (((vehicle _unit) == _unit) && {!(_unit getVariable ["ACE_isUnconscious", false])}) then { //Break out of hands up animation loop [_unit, "ACE_AmovPercMstpScapWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation); }; if (_unit getVariable [QGVAR(CargoIndex), -1] != -1) then { _unit setVariable [QGVAR(CargoIndex), -1, true]; }; if (_unit == ACE_player) then { showHUD true; }; };