/* * 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"]; TRACE_2("params",_unit,_state); if (!local _unit) exitWith { WARNING("running setHandcuffed on remote unit"); }; if !(missionNamespace getVariable [QGVAR(captivityEnabled), false]) exitWith { // It's to soon to call this function, delay it if (EGVAR(common,settingsInitFinished)) then { // Settings are already initialized, but the small wait isn't over [DFUNC(setHandCuffed), _this, 0.05] call CBA_fnc_waitAndExecute; } else { // Settings are not initialized yet [DFUNC(setHandCuffed), _this] call EFUNC(common,runAfterSettingsInit); }; }; if ((_unit getVariable [QGVAR(isHandcuffed), false]) isEqualTo _state) exitWith { WARNING("setHandcuffed: current state same as new"); }; if (_state) then { _unit setVariable [QGVAR(isHandcuffed), true, true]; [_unit, "setCaptive", QGVAR(Handcuffed), true] call EFUNC(common,statusEffect_set); 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 { ["captive", [false, false, false, false, false, false, false, false]] call EFUNC(common,showHud); }; // 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 = _unit getVariable [QGVAR(handcuffAnimEHID), -1]; if (_animChangedEHID != -1) then { TRACE_1("removing animChanged EH",_animChangedEHID); _unit removeEventHandler ["AnimChanged", _animChangedEHID]; }; _animChangedEHID = _unit addEventHandler ["AnimChanged", DFUNC(handleAnimChangedHandcuffed)]; TRACE_2("Adding animChangedEH",_unit,_animChangedEHID); _unit setVariable [QGVAR(handcuffAnimEHID), _animChangedEHID]; }, [_unit], 0.01] call CBA_fnc_waitAndExecute; } else { _unit setVariable [QGVAR(isHandcuffed), false, true]; [_unit, "setCaptive", QGVAR(Handcuffed), false] call EFUNC(common,statusEffect_set); //remove AnimChanged EH private _animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1]; TRACE_1("removing animChanged EH",_animChangedEHID); _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 { ["captive", []] call EFUNC(common,showHud); //same as showHud true; }; }; //Global Event after changes: ["ace_captiveStatusChanged", [_unit, _state, "SetHandcuffed"]] call CBA_fnc_globalEvent;