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2e54ee7bee
* Explosives - Add getVar to disable setShotParents * Update docs/wiki/framework/explosives-framework.md
85 lines
2.3 KiB
Plaintext
85 lines
2.3 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Garth 'L-H' de Wet
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* Initialises the player object for the explosive system.
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*
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* Arguments:
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* None
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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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* None
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*
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* Public: No
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*/
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//Event for setting explosive placement angle/pitch:
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[QGVAR(place), {
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params ["_explosive", "", "", "_unit"];
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_this call FUNC(setPosition);
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if (isServer) then {
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if (missionNamespace getVariable [QGVAR(setShotParents), true]) then {
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_explosive setShotParents [_unit, _unit];
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};
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};
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}] call CBA_fnc_addEventHandler;
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[QGVAR(startDefuse), FUNC(startDefuse)] call CBA_fnc_addEventHandler;
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//When getting knocked out in medical, trigger deadman explosives:
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//Event is global, only run on server (ref: ace_medical_fnc_setUnconscious)
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if (isServer) then {
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[QGVAR(detonate), {
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params ["_unit", "_explosive", "_delay"];
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TRACE_3("server detonate EH",_unit,_explosive,_delay);
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if (missionNamespace getVariable [QGVAR(setShotParents), true]) then {
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_explosive setShotParents [_unit, _unit];
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};
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[{
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params ["_explosive"];
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TRACE_1("exploding",_explosive);
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if (!isNull _explosive) then {
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_explosive setDamage 1;
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};
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}, _explosive, _delay] call CBA_fnc_waitAndExecute;
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}] call CBA_fnc_addEventHandler;
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["ace_unconscious", {
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params ["_unit", "_isUnconscious"];
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if (!_isUnconscious) exitWith {};
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TRACE_1("Knocked Out, Doing Deadman", _unit);
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[_unit] call FUNC(onIncapacitated);
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}] call CBA_fnc_addEventHandler;
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};
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if (!hasInterface) exitWith {};
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GVAR(PlacedCount) = 0;
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GVAR(Setup) = objNull;
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GVAR(pfeh_running) = false;
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GVAR(CurrentSpeedDial) = 0;
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["ace_interactMenuOpened", {
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//Cancel placement if interact menu opened
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if (GVAR(pfeh_running)) then {
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GVAR(placeAction) = PLACE_CANCEL;
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};
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//Show defuse actions on CfgAmmos (allMines):
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_this call FUNC(interactEH);
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}] call CBA_fnc_addEventHandler;
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["unit", {
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params ["_player"];
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[_player, QGVAR(explosiveActions)] call EFUNC(common,eraseCache);
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}] call CBA_fnc_addPlayerEventHandler;
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["ace_allowDefuse", {
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params["_mine", "_allow"];
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[_mine, _allow] call FUNC(allowDefuse);
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}] call CBA_fnc_addEventHandler;
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