ACE3/addons/explosives/functions/fnc_onIncapacitated.sqf
Mike-MF 1c6c4d6bff
All - Fix parentheses around code (#10073)
* Fix Brackets around code

* Update fnc_handleFired.sqf

* Shouldn't have changed this one

---------

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
2024-06-18 14:08:03 +00:00

57 lines
1.9 KiB
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#include "..\script_component.hpp"
/*
* Author: Garth 'L-H' de Wet
* Detonates all attached deadman's switched triggered explosives.
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* Handled by CBA
*
* Public: No
*/
//NOTE: Extended_Killed_EventHandlers runs only where _unit is local
params ["_unit"];
TRACE_1("params",_unit);
if (_unit == ace_player) then {
// close cellphone if open
findDisplay 8855 closeDisplay 0;
};
// Exit if no item
if !("ACE_DeadManSwitch" in (_unit call EFUNC(common,uniqueItems))) exitWith {};
private _range = getNumber (configFile >> "CfgWeapons" >> "ACE_DeadManSwitch" >> QGVAR(range));
private _deadman = [_unit, "DeadManSwitch"] call FUNC(getPlacedExplosives);
TRACE_2("placed",_deadman,_range);
{
[_unit, _range, _x, "ACE_DeadManSwitch"] call FUNC(detonateExplosive);
} forEach _deadman;
//Handle deadman connected to explosive in inventory
private _connectedInventoryExplosive = _unit getVariable [QGVAR(deadmanInvExplosive), ""];
if (_connectedInventoryExplosive != "") then {
if !(_connectedInventoryExplosive in (magazines _unit)) exitWith {};
//Remove mag and reset variable
_unit removeMagazine _connectedInventoryExplosive;
_unit setVariable [QGVAR(deadmanInvExplosive), "", true];
private _ammo = getText (configFile >> "CfgMagazines" >> _connectedInventoryExplosive >> "ammo");
TRACE_2("deadman inventory",_connectedInventoryExplosive,_ammo);
private _magazineTrigger = configFile >> "CfgMagazines" >> _connectedInventoryExplosive >> "ACE_Triggers" >> "DeadmanSwitch";
if (isText (_magazineTrigger >> "ammo")) then {
_ammo = getText (_magazineTrigger >> "ammo");
};
private _explosive = createVehicle [_ammo, (getPos _unit), [], 0, "NONE"];
_explosive setPosASL (getPosASL _unit);
[_unit, -1, [_explosive, 0.5], "ACE_DeadManSwitch"] call FUNC(detonateExplosive); //Explode, ignoring range, with a 0.5 second delay
};