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742626ff1a
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
92 lines
3.3 KiB
Plaintext
92 lines
3.3 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: commy2
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* Open door.
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*
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* Arguments:
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* 0: House <OBJECT>
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* 1: Door <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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* [house, "door"] call ace_interaction_fnc_openDoor
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*
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* Public: No
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*/
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private _info = [MACRO_DOOR_REACH_DISTANCE] call FUNC(getDoor);
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_info params ["_house", "_door"];
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TRACE_2("openDoor",_house,_door);
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if (isNull _house) exitWith {};
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if ((configProperties [configOf _house >> "UserActions"]) isEqualTo []) exitWith {
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TRACE_1("Ignore houses with no UserActions",typeOf _house); // Fix problem with Shoothouse Walls
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};
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private _getDoorAnimations = [_house, _door] call FUNC(getDoorAnimations);
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_getDoorAnimations params ["_animations"];
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if (_animations isEqualTo []) exitWith {};
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private _lockedVariable = format ["bis_disabled_%1", _door];
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private _lockedVariableAlt = _lockedVariable; // GM Buildings may have door names like door_01 but locking expects door_1
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if ((count _door == 7) && {(_door select [0, 6]) == "door_0"}) then {
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_lockedVariableAlt = format ["bis_disabled_door_%1", _door select [6, 1]]; // stip off the leading zero then check both vars
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};
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// Check if the door can be locked aka have locked variable, otherwhise cant lock it
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if ((_house animationPhase (_animations select 0) <= 0) &&
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{(_house getVariable [_lockedVariable, 0] == 1) || {_house getVariable [_lockedVariableAlt, 0] == 1}}) exitWith {
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private _lockedAnimation = format ["%1_locked_source", _door];
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TRACE_3("locked",_house,_lockedAnimation,isClass (configOf _house >> "AnimationSources" >> _lockedAnimation));
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if (isClass (configOf _house >> "AnimationSources" >> _lockedAnimation)) then {
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// from: a3\structures_f\scripts\fn_door.sqf: - wiggles the door handle (A3 buildings)
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_house animateSource [_lockedAnimation, (1 - (_house animationSourcePhase _lockedAnimation))];
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};
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};
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// Add handle on carrier
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if (typeOf _house == "Land_Carrier_01_island_01_F") then {
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private _handle = format ["door_handle_%1_rotate_1", (_animations select 0) select [5, 1]];
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TRACE_1("carrier handle",_handle);
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_animations pushBack _handle;
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};
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playSound "ACE_Sound_Click"; // @todo replace with smth. more fitting
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GVAR(doorTargetPhase) = _house animationPhase (_animations select 0);
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GVAR(isOpeningDoor) = true;
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GVAR(usedScrollWheel) = false;
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[{
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(_this select 0) params ["_house", "_animations", "_position", "_time", "_frame"];
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if !(GVAR(isOpeningDoor)) exitWith {
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[_this select 1] call CBA_fnc_removePerFrameHandler;
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// didn't use incremental opening. Just do animation normally.
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if !(GVAR(usedScrollWheel)) then {
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private _phase = [0, 1] select (_house animationPhase (_animations select 0) < 0.5);
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{_house animate [_x, _phase]; false} count _animations;
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};
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};
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// check if player moved too far away
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if (getPosASL ACE_player distance _position > 1) exitWith {
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GVAR(isOpeningDoor) = false;
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};
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// this allows for holding the door in it's current state.
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if (CBA_missionTime > _time && {diag_frameno > _frame}) then {
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GVAR(usedScrollWheel) = true;
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};
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// do incremental door opening
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{_house animate [_x, GVAR(doorTargetPhase)]; false} count _animations;
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}, 0.1, [_house, _animations, getPosASL ACE_player, CBA_missionTime + 0.2, diag_frameno + 2]] call CBA_fnc_addPerFrameHandler;
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