ACE3/addons/repair/functions/fnc_repairVehicle.sqf
2015-04-22 21:31:42 +02:00

49 lines
1.3 KiB
Plaintext

/*
* Author: commy2
*
* Start a repair action and open progress bar.
*
* Arguments:
* 0: Unit that does the repairing (Object)
* 1: vehicle to repair (Object)
* 2: Selected hitpoint (String)
*
* Return Value:
* NONE
*/
#include "script_component.hpp"
private ["_unit", "_vehicle", "_hitPoint"];
_unit = _this select 0;
_vehicle = _this select 1;
_hitPoint = _this select 2;
// exit if not a valid hitpoint
if !(_hitPoint in ([_vehicle] call EFUNC(common,getHitPoints))) exitWith {};
// calculate time to fully repair the hitpoint
private ["_damage", "_time"];
_damage = _vehicle getHitPointDamage _hitPoint;
_time = (5 + 10 * _damage) * ([1.5, 1] select ([_unit, GVAR(engineerSetting_Repair) + 1] call FUNC(isEngineer)));
// get string of the hitpoint
private "_text";
_text = format ["STR_ACE_Repair_%1", _hitPoint];
if (isLocalized _text) then {
_text = format [localize "STR_ACE_Repair_RepairingHitPoint", localize _text];
} else {
_text = localize "STR_ACE_Repair_Repairing";
};
// open the loading bar
[_time, [_unit, _vehicle, _hitPoint], {_this call DFUNC(doRepair)}, {_this call DFUNC(doRepair)}, _text, {(_this select 0) call DFUNC(canRepair)}, []] call EFUNC(common,progressBar);
// do animation
[_unit] call EFUNC(common,goKneeling);
// @todo play sound