/* * 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 ["_actionID", "_configFile", "_sitDirection", "_sitPosition", "_seatPosOrig"]; params ["_seat", "_player"]; // Overwrite weird position, because Arma decides to set it differently based on current animation/stance... _player switchMove "amovpknlmstpsraswrfldnon"; // Add scroll-wheel action to release object _actionID = _player getVariable [QGVAR(StandUpActionID), -1]; if (_actionID != -1) then { _player removeAction _actionID; }; _actionID = _player addAction [ format ["%1", localize LSTRING(Stand)], QUOTE((_this select 0) call FUNC(stand)), nil, 20, false, true, "GetOut", QUOTE(_this call FUNC(canStand)) ]; _player setVariable [QGVAR(StandUpActionID), _actionID]; // Read config _configFile = configFile >> "CfgVehicles" >> typeOf _seat; _sitDirection = (getDir _seat) + getNumber (_configFile >> QGVAR(sitDirection)); _sitPosition = getArray (_configFile >> QGVAR(sitPosition)); // Get random animation and perform it (before moving player to ensure correct placement) [_player, call FUNC(getRandomAnimation), 2] call EFUNC(common,doAnimation); // Correctly places when using non-transitional animations [_player, "", 1] call EFUNC(common,doAnimation); // Correctly applies animation's config values (such as disallow throwing of grenades, intercept keybinds... etc). // Set direction and position _player setDir _sitDirection; // No need for ATL/ASL as modelToWorld returns in format position _player setPos (_seat modelToWorld _sitPosition); // Set variables, save seat object on player _player setVariable [QGVAR(isSitting), _seat]; _seat setVariable [QGVAR(seatOccupied), true, true]; // To prevent multiple people sitting on one seat // Add automatical stand PFH in case of interruptions _seatPosOrig = getPosASL _seat; [{ params ["_args", "_pfhId"]; _args params ["_player", "_seat", "_seatPosOrig"]; // Remove PFH if not sitting any more if (isNil {_player getVariable QGVAR(isSitting)}) exitWith { [_pfhId] call CBA_fnc_removePerFrameHandler; TRACE_1("Remove PFH",_player getVariable [ARR_2(QGVAR(isSitting), false)]); }; // Stand up if chair gets deleted or moved if (isNull _seat || !((getPosASL _seat) isEqualTo _seatPosOrig)) exitWith { _player call FUNC(stand); TRACE_2("Chair moved",getPosASL _seat,_seatPosOrig); }; }, 0, [_player, _seat, _seatPosOrig]] call CBA_fnc_addPerFrameHandler;