/* * Author: Pabst Mirror (from captivity by commy2) * Sets the forceWalk status of an unit. This allows the handling of more than one reason to set forceWalk. * Unit will force walk until all reasons are removed. * * Arguments: * 0: Unit * 1: Reason for forcing walking * 2: Is the reason still valid. True to force walk, false to remove restriction. * * Returns: * None * * Example: * [ACE_Player, "BrokenLeg", true] call FUNC(setForceWalkStatus) * * Public: Yes */ #include "script_component.hpp" params ["_unit", "_reason", "_status"]; private _forceWalkReasons = missionNamespace getVariable ["ACE_forceWalkReasons", []]; // register new reason (these reasons are shared publicly, since units can change ownership, but keep their forceWalk status) if !(_reason in _forceWalkReasons) then { _forceWalkReasons pushBack _reason; ACE_forceWalkReasons = _forceWalkReasons; publicVariable "ACE_forceWalkReasons"; }; // get reasons why the unit is forceWalking already and update to the new status private _unitForceWalkReasons = [_unit] call FUNC(getForceWalkStatus); private _forceWalkReasonsBooleans = []; { _forceWalkReasonsBooleans set [_forEachIndex, (_forceWalkReasons select _forEachIndex) in _unitForceWalkReasons]; } forEach _forceWalkReasons; _forceWalkReasonsBooleans set [_forceWalkReasons find _reason, _status]; private _bitmaskNumber = _forceWalkReasonsBooleans call FUNC(toBitmask); _unit setVariable ["ACE_forceWalkStatusNumber", _bitmaskNumber, true]; // actually apply the forceWalk command globaly [[_unit], QFUNC(applyForceWalkStatus), 2] call FUNC(execRemoteFnc);