/* * Author: Jonpas * Sits down the player. * * Arguments: * 0: Seat * 1: Player * * Return Value: * None * * Example: * [seat, player] call ace_sitting_fnc_sit; * * Public: No */ #include "script_component.hpp" private ["_configFile", "_sitDirection", "_sitPosition", "_seatRotation", "_sitDirectionVisual"]; PARAMS_2(_seat,_player); // Set global variable for standing up GVAR(seat) = _seat; // Overwrite weird position, because Arma decides to set it differently based on current animation/stance... _player switchMove "amovpknlmstpsraswrfldnon"; // Read config _configFile = configFile >> "CfgVehicles" >> typeOf _seat; _sitDirection = (getDir _seat) + getNumber (_configFile >> QGVAR(sitDirection)); _sitPosition = getArray (_configFile >> QGVAR(sitPosition)); _sitRotation = if (isNumber (_configFile >> QGVAR(sitRotation))) then {getNumber (_configFile >> QGVAR(sitRotation))} else {45}; // Apply default if config entry not present // Get random animation and perform it (before moving player to ensure correct placement) [_player, call FUNC(getRandomAnimation), 2] call EFUNC(common,doAnimation); // Set direction and position _player setDir _sitDirection; _player setPosASL (_seat modelToWorld _sitPosition) call EFUNC(common,positionToASL); // Set variables _player setVariable [QGVAR(isSitting), true]; _seat setVariable [QGVAR(seatOccupied), true, true]; // To prevent multiple people sitting on one seat // Add rotation control PFH _sitDirectionVisual = getDirVisual _player; // Needed for precision and issues with using above directly [{ private ["_args", "_player", "_sitDirectionVisual", "_sitRotation", "_currentDirection"]; _args = _this select 0; _player = _args select 0; _sitDirectionVisual = _args select 1; _sitRotation = _args select 2; // Remove PFH if not sitting anymore if !(_player getVariable [QGVAR(isSitting), false]) exitWith { [_this select 1] call cba_fnc_removePerFrameHandler; }; // Set direction to boundary when passing it _currentDirection = getDir _player; if (_currentDirection > _sitDirectionVisual + _sitRotation) exitWith { _player setDir (_sitDirectionVisual + _sitRotation); }; if (_currentDirection < _sitDirectionVisual - _sitRotation) exitWith { _player setDir (_sitDirectionVisual - _sitRotation); }; }, 0, [_player, _sitDirectionVisual, _sitRotation]] call cba_fnc_addPerFrameHandler;