/* * Author: commy2 PabstMirror * Lets a unit surrender * * Arguments: * 0: Unit * 1: True to surrender, false to un-surrender * * Return Value: * Nothing * * Example: * [Pierre, true] call ACE_captives_fnc_setSurrendered; * * Public: No */ #include "script_component.hpp" params ["_unit","_state"]; TRACE_2("params",_unit,_state); if (!local _unit) exitwith { ERROR("running surrender on remote unit"); }; if ((_unit getVariable [QGVAR(isSurrendering), false]) isEqualTo _state) exitWith { ERROR("Surrender: current state same as new"); }; if (_state) then { if ((vehicle _unit) != _unit) exitWith {ERROR("Cannot surrender while mounted");}; if (_unit getVariable [QGVAR(isHandcuffed), false]) exitWith {ERROR("Cannot surrender while handcuffed");}; _unit setVariable [QGVAR(isSurrendering), true, true]; [_unit, QGVAR(Surrendered), true] call EFUNC(common,setCaptivityStatus); if (_unit == ACE_player) then { showHUD false; }; [_unit] call EFUNC(common,fixLoweredRifleAnimation); [_unit, "ACE_AmovPercMstpSsurWnonDnon", 1] call EFUNC(common,doAnimation); // fix anim on mission start (should work on dedicated servers) [{ params ["_unit"]; if (_unit getVariable [QGVAR(isSurrendering), false] && {(vehicle _unit) == _unit}) then { //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"; _animChangedEHID = _unit addEventHandler ["AnimChanged", { params ["_unit", "_newAnimation"]; if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then { TRACE_1("Surrender animation interrupted",_newAnimation); [_unit, "ACE_AmovPercMstpSsurWnonDnon", 1] call EFUNC(common,doAnimation); }; }]; _unit setVariable [QGVAR(surrenderAnimEHID), _animChangedEHID]; }; }, [_unit], 0.01] call EFUNC(common,waitAndExecute); } else { _unit setVariable [QGVAR(isSurrendering), false, true]; [_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus); //remove AnimChanged EH private "_animChangedEHID"; _animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1]; _unit removeEventHandler ["AnimChanged", _animChangedEHID]; _unit setVariable [QGVAR(surrenderAnimEHID), -1]; if (_unit == ACE_player) then { //only re-enable HUD if not handcuffed if (!(_unit getVariable [QGVAR(isHandcuffed), false])) then { showHUD true; }; }; if (!alive _unit) exitWith {}; if (_unit getVariable ["ACE_isUnconscious", false]) exitWith {}; //don't touch animations if unconscious //if we are in "hands up" animationState, crack it now if (((vehicle _unit) == _unit) && {(animationState _unit) == "ACE_AmovPercMstpSsurWnonDnon"}) then { [_unit, "ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation); } else { //spin up a PFEH, to watching animationState for the next 20 seconds to make sure we don't enter "hands up" //Handles long animation chains [{ params ["_args", "_pfID"]; _args params ["_unit", "_maxTime"]; //If waited long enough or they re-surrendered or they are unconscious, exit loop if ((ACE_time > _maxTime) || {_unit getVariable [QGVAR(isSurrendering), false]} || {_unit getVariable ["ACE_isUnconscious", false]}) exitWith { [_pfID] call CBA_fnc_removePerFrameHandler; }; //Only break animation if they are actualy the "hands up" animation (because we are using switchmove there won't be an transition) if (((vehicle _unit) == _unit) && {(animationState _unit) == "ACE_AmovPercMstpSsurWnonDnon"}) exitWith { [_pfID] call CBA_fnc_removePerFrameHandler; //Break out of hands up animation loop [_unit, "ACE_AmovPercMstpSsurWnonDnon_AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation); }; }, 0, [_unit, (ACE_time + 20)]] call CBA_fnc_addPerFrameHandler; }; };