/* * 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_2(_unit,_state); // We only want this function to work on local machines if (!local _unit) exitwith { [_this, QUOTE(FUNC(setHandcuffed)), _unit] call EFUNC(common,execRemoteFnc); TRACE_2("running setHandcuffed on remote unit",_unit,_state); }; if (_state isEqualTo (_unit getVariable [QGVAR(isHandcuffed), false])) then { LOG("setHandcuffed: current state same as new"); }; if (_state) then { _unit setVariable [QGVAR(isHandcuffed), true, true]; [_unit, QGVAR(Handcuffed), true] call EFUNC(common,setCaptivityStatus); _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_1(_unit); if (_unit getVariable [QGVAR(isHandcuffed), false] && {vehicle _unit == _unit}) then { [_unit] call EFUNC(common,fixLoweredRifleAnimation); [_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation); }; }, [_unit], 0.01, 0] call EFUNC(common,waitAndExecute); } else { _unit setVariable [QGVAR(isHandcuffed), false, true]; [_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus); if ((vehicle _unit) == _unit) then { //Break out of hands up animation loop (doAnimation handles Unconscious prioity) [_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; }; };