ACE3/addons/sitting/functions/fnc_sit.sqf
2015-07-05 13:55:45 +02:00

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/*
* Author: Jonpas
* Sits down the player.
*
* Arguments:
* 0: Seat <OBJECT>
* 1: Player <OBJECT>
*
* Return Value:
* None
*
* Example:
* [seat, player] call ace_sitting_fnc_sit;
*
* Public: No
*/
#include "script_component.hpp"
private ["_configFile", "_sitDirection", "_sitPosition", "_sitRotation", "_sitDirectionVisual"];
PARAMS_2(_seat,_player);
// Set global variable for standing up
GVAR(seat) = _seat;
// Overwrite weird position, because Arma decides to set it differently based on current animation/stance...
_player switchMove "amovpknlmstpsraswrfldnon";
// Read config
_configFile = configFile >> "CfgVehicles" >> typeOf _seat;
_sitDirection = (getDir _seat) + getNumber (_configFile >> QGVAR(sitDirection));
_sitPosition = getArray (_configFile >> QGVAR(sitPosition));
_sitRotation = if (isNumber (_configFile >> QGVAR(sitRotation))) then {getNumber (_configFile >> QGVAR(sitRotation))} else {45}; // Apply default if config entry not present
// Get random animation and perform it (before moving player to ensure correct placement)
[_player, call FUNC(getRandomAnimation), 2] call EFUNC(common,doAnimation);
// Set direction and position
_player setDir _sitDirection;
// Can NOT use ASL/ATL as modelToWorld returns absolute world position
_player setPos (_seat modelToWorld _sitPosition);
// Set variables
_player setVariable [QGVAR(isSitting), true];
_seat setVariable [QGVAR(seatOccupied), true, true]; // To prevent multiple people sitting on one seat
// Add rotation control PFH
_sitDirectionVisual = getDirVisual _player; // Needed for precision and issues with using above directly
[{
EXPLODE_3_PVT(_this select 0,_player,_sitDirectionVisual,_sitRotation);
// Remove PFH if not sitting any more
if !(_player getVariable [QGVAR(isSitting), false]) exitWith {
[_this select 1] call cba_fnc_removePerFrameHandler;
};
// Set direction to boundary when passing it
if (getDir _player > _sitDirectionVisual + _sitRotation) exitWith {
_player setDir (_sitDirectionVisual + _sitRotation);
};
if (getDir _player < _sitDirectionVisual - _sitRotation) exitWith {
_player setDir (_sitDirectionVisual - _sitRotation);
};
}, 0, [_player, _sitDirectionVisual, _sitRotation]] call cba_fnc_addPerFrameHandler;