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ee0e947611
* Use `ace_common_fnc_isAwake` where possible * Revert bad change
39 lines
1.2 KiB
Plaintext
39 lines
1.2 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: Nic547, commy2
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* Restart the handcuffing animation if it got interrupted. Called from a AnimChanged EH.
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*
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* Arguments:
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* 0: The Unit <OBJECT>
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* 1: New animation <STRING>
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*
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* Return Value:
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* None
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*
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* Example:
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* [bob, "movearm"] call ACE_captives_fnc_handleAnimChangedHandcuffed
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*
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* Public: No
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*/
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params ["_unit", "_newAnimation"];
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TRACE_2("AnimChanged",_unit,_newAnimation);
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if (_unit == (vehicle _unit)) then {
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if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {_unit call EFUNC(common,isAwake)}) then {
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TRACE_1("Handcuff animation interrupted",_newAnimation);
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[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
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};
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} else {
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private _turretPath = [];
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{
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_x params ["_xUnit", "", "", "_xTurretPath"];
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if (_unit == _xUnit) exitWith {_turretPath = _xTurretPath};
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} forEach (fullCrew (vehicle _unit));
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TRACE_1("turret Path",_turretPath);
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if (_turretPath isEqualTo []) exitWith {};
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TRACE_1("Handcuff (FFV) animation interrupted",_newAnimation);
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[_unit, "ACE_HandcuffedFFV", 2] call EFUNC(common,doAnimation);
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[_unit, "ACE_HandcuffedFFV", 1] call EFUNC(common,doAnimation);
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};
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