ACE3/addons/captives/functions/fnc_moduleHandcuffed.sqf
Phyma ffaa195fe5 Conform function headers to coding guidelines (#5255)
* Fixed headers to work with silentspike python script

* Fixed rest of the files

* Fixed ace-team
2017-06-08 15:31:51 +02:00

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/*
* Author: PabstMirror
* Module Function to make a unit handcuffed (can be called from editor)
* Also used for threeden attribute expression with dummy Logic Object
*
* Arguments:
* 0: The Module Logic <OBJECT>
* 1: synced objects <ARRAY>
* 2: Activated <BOOL>
*
* Return Value:
* None
*
* Example:
* [objNull, [player], true] call ace_captives_fnc_moduleHandcuffed
*
* Public: No
*/
#include "script_component.hpp"
params ["_logic", "_units", "_activated"];
TRACE_3("params",_logic,_units,_activated);
if (!_activated) exitWith {};
if (!isServer) exitWith {};
//Modules run before postInit can instal the event handler, so we need to wait a little bit
[{
params ["_units"];
{
TRACE_2("event",_x,local _x);
[QGVAR(setHandcuffed), [_x, true], [_x]] call CBA_fnc_targetEvent;
} forEach _units;
}, [_units], 0.05] call CBA_fnc_waitAndExecute;
if (!isNull _logic) then {
deleteVehicle _logic;
};